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Footstep navigation for dynamic crowds

Published: 18 February 2011 Publication History

Abstract

The majority of previous crowd 'steering algorithms model each character as an oriented particle that moves by choosing a force or velocity vector. In many cases, orientation is heuristically chosen to be the same as the particle's velocity. This approach has the two key disadvantages:
Limited locomotion constraints: Vector commands do not account for constraints of real human movement. Trajectories may have discontinuous velocities, oscillations, awkward orientations, or may try to move a character unnaturally, and these side-effects make it harder to animate the character intelligently. or example, a character moving forward cannot easily step to the right when its left foot is in the air (swing phase).
Limited navigation control: It is common to assume that an animation system will automatically know how to interpret a vector-based steering decision. However a vector does not have enough information to indicate appropriate subtle maneuvers, such as side-stepping versus reorienting the torso, stepping backwards versus turning around, stopping and starting, planting a foot to change momentum quickly, or carefully placing footsteps in exact locations. These details are critical to depicting a character's local steering intelligence, and thus it is appropriate for steering to have better control.

Cited By

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  • (2020)Door and Doorway Etiquette for Virtual HumansIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2018.287405026:3(1502-1517)Online publication date: 1-Mar-2020
  • (2016)Scenario Space: Characterizing Coverage, Quality, and Failure of Steering AlgorithmsSimulating Heterogeneous Crowd with Interactive Behaviors10.1201/9781315370071-10(161-177)Online publication date: 19-Oct-2016
  • (2015)DAVISProceedings of the 8th ACM SIGGRAPH Conference on Motion in Games10.1145/2822013.2822030(79-84)Online publication date: 16-Nov-2015
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cover image ACM Conferences
I3D '11: Symposium on Interactive 3D Graphics and Games
February 2011
207 pages
ISBN:9781450305655
DOI:10.1145/1944745

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 February 2011

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I3D '11
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I3D '11: Symposium on Interactive 3D Graphics and Games
February 18 - 20, 2011
California, San Francisco

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I3D '11 Paper Acceptance Rate 24 of 64 submissions, 38%;
Overall Acceptance Rate 148 of 485 submissions, 31%

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Symposium on Interactive 3D Graphics and Games
May 7 - 9, 2025
Jersey City , NJ , USA

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Cited By

View all
  • (2020)Door and Doorway Etiquette for Virtual HumansIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2018.287405026:3(1502-1517)Online publication date: 1-Mar-2020
  • (2016)Scenario Space: Characterizing Coverage, Quality, and Failure of Steering AlgorithmsSimulating Heterogeneous Crowd with Interactive Behaviors10.1201/9781315370071-10(161-177)Online publication date: 19-Oct-2016
  • (2015)DAVISProceedings of the 8th ACM SIGGRAPH Conference on Motion in Games10.1145/2822013.2822030(79-84)Online publication date: 16-Nov-2015
  • (2014)Sound localization and multi-modal steering for autonomous virtual agentsProceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games10.1145/2556700.2556718(23-30)Online publication date: 14-Mar-2014
  • (2014)Parameter estimation and comparative evaluation of crowd simulationsComputer Graphics Forum10.1111/cgf.1232833:2(303-312)Online publication date: 1-May-2014
  • (2013)Dynamic search on the GPU2013 IEEE/RSJ International Conference on Intelligent Robots and Systems10.1109/IROS.2013.6696830(3332-3337)Online publication date: Nov-2013
  • (2012)Responsive Biped Character SteppingProceedings of the 2012 International Conference on Cyberworlds10.1109/CW.2012.28(151-156)Online publication date: 25-Sep-2012
  • (2012)Procedural locomotion of multilegged characters in dynamic environmentsComputer Animation and Virtual Worlds10.1002/cav.146724:1(3-15)Online publication date: 12-Jun-2012
  • (2011)Scenario spaceProceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation10.1145/2019406.2019414(53-62)Online publication date: 5-Aug-2011
  • (2011)Improved benchmarking for steering algorithmsProceedings of the 4th international conference on Motion in Games10.1007/978-3-642-25090-3_23(266-277)Online publication date: 13-Nov-2011

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