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Fast-Forwarding Crowd Simulations

机译:快进人群模拟

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摘要

The processing time to simulate crowds for games or simulations is a real challenge. While the increasing power of processing capacity is a reality in the hardware industry, it also means that more agents, better rendering and most sophisticated Artificial Intelligence (AI) methods can be used, so again the computational time is an issue. Despite the processing cost, in many cases the most interesting period of time in a game or simulation is far from the beginning or in a specific known period, but it is still necessary to simulate the whole time (spending time and processing capacity) to achieve the desired period of time. It would be useful to fast forward the time in order to see a specific period of time where simulation result could be more meaningful for analysis. This paper presents a method to provide time travel in Crowd Simulation. Based on crowd features, we compute the expected variation in velocities and apply that for time travel in crowd simulation.
机译:模拟游戏或模拟人群的处理时间是一个真正的挑战。尽管处理能力的提高在硬件行业中已成为现实,但这也意味着可以使用更多的代理,更好的渲染和最复杂的人工智能(AI)方法,因此计算时间也是一个问题。尽管有处理成本,但在许多情况下,游戏或模拟中最有趣的时间段不是开始时或在特定的已知时间段内,但是仍然有必要模拟整个时间(花费的时间和处理能力)以达到所需的时间段。快进时间以查看特定的时间段是很有用的,在该特定时间段内仿真结果可能对分析更有意义。本文提出了一种在人群模拟中提供时间旅行的方法。基于人群特征,我们计算速度的预期变化,并将其应用于人群模拟中的时间旅行。

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