Ever since the first use of crowds in films and videogames there has been an interest in larger, more efficient and more realistic simulations of crowds. Most crowd simulation algorithms are able to satisfy the viewer from a distance but when inspected from close up the flaws in the individual agent's movements become noticeable. One of the bigger challenges faced in crowd simulation is finding a solution that models the actual movement of an individual in a crowd. This paper simulates a more realistic crowd by using individual motion capture data as well as traditional crowd control techniques to reach an agent's desired goal. By augmenting traditional crowd control algorithms with the use of motion capture data for individual agents, we can simulate crowds that mimic more realistic crowd motion, while maintaining real-time simulation speed.
College and Department
Physical and Mathematical Sciences; Computer Science
BYU ScholarsArchive Citation
Brunner, Seth A., "Improved Computer-Generated Simulation Using Motion Capture Data" (2014). Theses and Dissertations. 4182.
Graphics, Crowd Simulation, motion capture, natural phenomena