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Real-Time Simulation of Animated Characters Crowd in Unreal Engine 4

机译:虚幻引擎4中动画人群的实时模拟4

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Realistic crowd simulation is still not an easy task in computer animation and computer games domain, especially when it has to be done in real-time and no post-processing correction is possible. The goal of this paper is to analyze and compare the algorithms of crowd behavior and collision avoidance available in Unreal Engine 4, which is one of the most popular game engines. We addressed various methods: natively implemented in the engine, requiring their own implementation and requiring the use of external software. We found one of the natively implemented algorithms, Detour Crowd, as the most useful in terms of quality and flexibility to extend, so as a consequence we use it as a base for our own improvements of engine functionality to achieve more believable movement of actors in crowd simulation. These improvements are also addressed by the paper.
机译:逼真的人群仿真在计算机动画和计算机游戏域中仍然不是一项简单的任务,特别是当它必须实时完成而且没有可能进行后处理校正。本文的目标是分析和比较虚幻发动机4中可用的人群行为和碰撞避免的算法,这是最受欢迎的游戏引擎之一。我们解决了各种方法:在发动机中本地实现,需要自己的实现并要求使用外部软件。我们发现了一个本地实施的算法之一,绕行人群,作为质量和灵活性的最有用,因此我们将其用作我们自己改进发动机功能的基础,以实现演员更可信的演员运动人群模拟。本文还解决了这些改进。

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