2004 Volume 58 Issue 4 Pages 522-528
This paper proposes an animation method for crowd behavior in three-dimensional space. In this method, each movement model in the computer generated virtual reality space has a movement vector and personal space to avoid collisions with other movement models. When a movement model enters the personal space of an another movement model, the movement model avoids a collision with the incoming models by a calculation of the movement vector. The uniqueness of the proposed method is that real time behavior animation in crowds can be realized by a simple geometric calculation, and the general idea of personal space can be applied to fast moving objects. Our experimental results demonstrate that this method is effective in real time animation.
The Proceedings of the Circle of Television Engineers
The Proceedings of the Institute of Television Engineers
The Proceedings of the Institute of Television Engineers
The Institute of Image Information and Televistion Engineers
The Journal of the Institute of Television Engineers of Japan
The Journal of the Institute of Television Engineers of Japan