A Velocity-Based Approach for Simulating Human Collision Avoidance

Abstract

We present a velocity-based model for realistic collision avoidance among virtual characters. Our approach is elaborated from existing experimental data and is based on the simple hypothesis that an individual tries to resolve collisions long in advance by slightly adapting its motion. We have evaluated our model by testing it against a wide range of challenging scenarios. In all of our simulations, the characters exhibit smooth and visually convincing motions, avoiding all collisions with minimal effort. The method reproduces emergent behaviour, like lane formation, that have been observed in real crowds. It is relatively easy to implement and and is fast, allowing the simulation of crowds of thousands of characters in real time.

Authors
Resources
 

Simulating Human Collision Avoidance Using a Velocity-Based Approach,
I. Karamouzas, M. Overmars
The 7th EG Workshop on Virtual Reality Interaction and Physical Simulation (VRIPHYS 2010)
[pdf] [bib]
 

 

A Velocity-Based Approach for Simulating Human Collision Avoidance,
I. Karamouzas, M. Overmars
10th International Conference on Intelligent Virtual Agents (IVA 2010)
[pdf] [bib]
 

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Support
This research has been supported by the GATE project, funded by the Netherlands Organization for Scientific Research (NWO) and the Netherlands ICT Research and Innovation Authority (ICT Regie).