Footstep navigation for dynamic crowds

59Citations
Citations of this article
36Readers
Mendeley users who have this article in their library.
Get full text

Abstract

The majority of steering algorithms output only a force or velocity vector to an animation system, without modeling the constraints and capabilities of human-like movement. This simplistic approach lacks control over how a character should navigate. This paper proposes a steering method that uses footsteps to navigate characters in dynamic crowds. Instead of an oriented particle with a single collision radius, we model a character's center of mass and footsteps using a 2D approximation of an inverted spherical pendulum model of bipedal locomotion. We use this model to generate a timed sequence of footsteps that existing animation techniques can follow exactly. Our approach not only constrains characters to navigate with realistic steps but also enables characters to intelligently control subtle navigation behaviors that are possible with exact footsteps, such as side-stepping. Our approach can navigate crowds of hundreds of individual characters with collision-free, natural steering decisions in real-time. © 2011 John Wiley & Sons, Ltd.

Cite

CITATION STYLE

APA

Singh, S., Kapadia, M., Reinman, G., & Faloutsos, P. (2011). Footstep navigation for dynamic crowds. In Computer Animation and Virtual Worlds (Vol. 22, pp. 151–158). https://doi.org/10.1002/cav.403

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free