Abstract
We present a velocity-based model for realistic collision avoidance among virtual characters. Our approach is elaborated from experimental data and is based on the simple hypothesis that an individual tries to resolve collisions long in advance by slightly adapting its motion.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
Preview
Unable to display preview. Download preview PDF.
Similar content being viewed by others
References
Fiorini, P., Shiller, Z.: Motion planning in dynamic environments using velocity obstacles. International Journal of Robotics Research 17, 760–772 (1998)
van den Berg, J.P., Lin, M., Manocha, D.: Reciprocal velocity obstacles for real-time multi-agent navigation. In: Proc. of IEEE Conference on Robotics and Automation, pp. 1928–1935 (2008)
Pettré, J., Ondrej, J., Olivier, A.-H., Crétual, A., Donikian, S.: Experiment-based modeling, simulation and validation of interactions between virtual walkers. In: SCA 2009: ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 189–198 (2009)
van Basten, B.J.H., Jansen, S.E.M., Karamouzas, I.: Exploiting motion capture to enhance avoidance behaviour in games. In: Proc. of Motion in Games, pp. 29–40 (2009)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2010 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
Karamouzas, I., Overmars, M. (2010). A Velocity-Based Approach for Simulating Human Collision Avoidance. In: Allbeck, J., Badler, N., Bickmore, T., Pelachaud, C., Safonova, A. (eds) Intelligent Virtual Agents. IVA 2010. Lecture Notes in Computer Science(), vol 6356. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-15892-6_19
Download citation
DOI: https://doi.org/10.1007/978-3-642-15892-6_19
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-15891-9
Online ISBN: 978-3-642-15892-6
eBook Packages: Computer ScienceComputer Science (R0)