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High Density Simulation of Crowds with Groups in Real-Time
KTH, School of Computer Science and Communication (CSC).
2017 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesisAlternative title
Högdensitetssimulering av folkmassor med grupper i realtid (Swedish)
Abstract [en]

To simulate crowds of people is of great social interest and is also believed to be useful when analyzing situations involving denser crowds. Many simulators seen over the years have however been struggling with simulating larger number of people, often due to a computationally expensive collision avoidance step. Furthermore, many simulators seems to forget the fact that people tend to stick together in smaller social groups rather than walking alone.

A simulator for high density crowds has nevertheless been implemented through modeling crowds as a unilateral incompressible fluid. Together with an integration of groups onto this approach, the obtained solution allows for real time simulation of up to 3000 virtual people.

The impact of having groups in simulations has furthermore been set as the overall goal of the thesis and has been analyzed through observing the effects of groups in various scenarios. A smaller user study has also been conducted in order to gain perceptual insights of groups in various crowd densities. These have shown that groups have a smaller impact on the crowd flow, and do not put a larger strain on the performance of the simulation. Groups are further proved to be perceived differently in different densities, with a possible difficulty for scenarios in higher density.

Abstract [sv]

Att simulera folkmassor är av stort socialt intresse och tros även vara till nytta när man analyserar situationer som berör mer kompaktare folkmassor. Många tidigare simulationer har dock kämpat med att simulera större folkmassor, oftast på grund av höga beräkningskostnader mot förhindrandet av att två eller fler virtuella människor kolliderar in i varandra. Dessutom verkar många simulationer glömma bort att människor oftast går i mindre sociala grupper snarare än att gå var och för sig hela tiden.

En simulering har trots detta gjorts genom att modellera folkmassor som en unilateral inkompressibel vätska. Tillsammans med en integration av grupper på detta tillvägagångssätt har lösningen visat sig alltsomallt ge simulation i realtid för uppemot 3000 virtuella människor.

Effekten av att ha grupper i simulationer har vidare analyserats i en rad olika scenarion. En mindre användarstudie har också gett insikter i hur grupper uppfattas i olika kompakta folkmassor. Resultat har visat att grupper har en mindre effekt på folkmassor i det stora hela, och lägger inte en alltför stor påfrestning på simulationers prestanda. Det har också bevisats att grupper uppfattas annorlunda i olika kompakta folkmassor, med en viss möjlighet till svårare uppfattning i högre, mer kompakta folkmassor.

Place, publisher, year, edition, pages
2017. , p. 100
Keywords [en]
crowds, high density, groups, unilateral, LCP, swirl, streamline
National Category
Computer Sciences
Identifiers
URN: urn:nbn:se:kth:diva-210564OAI: oai:DiVA.org:kth-210564DiVA, id: diva2:1118766
Educational program
Master of Science in Engineering - Computer Science and Technology
Supervisors
Examiners
Available from: 2017-10-16 Created: 2017-07-02 Last updated: 2018-01-13Bibliographically approved

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