In crowds characters move and behave as a whole and there is individual interaction. In Battle scenes, for example, soldiers run as a group but when in battle they make individual decisions and respond to one another. How can you mix crowd and individual behavior to get a more realistic crowd animation?

This is one of the challenges that Monique has been working on for CrowdSim3D. In this presentation Monique will explain the challenge with more realistic crowds and how she has solved this for CrowdSim3D. She will talk about animation scheduling and blending, state engines combined with model specific variables, problems with force avoidance and a playback functionality.

“Interacting crowds” by Monique Dewanchand


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