Browsing by Author "Li, Fu-Shun"
Now showing 1 - 3 of 3
- Results Per Page
- Sort Options
Item type:Item, Animating Agents Based on Radial View in Crowd Simulation(2016) ;Li, Fu-Shun ;Wong, Sai-Keung ;交大名義發表National Chiao Tung UniversityWe present a simple agent-based approach for crowd simulation in a two-dimensional space. Our approach computes a set of collision-free feasible movement directions for each agent. The movement directions of the agent are determined according to a radial view of the agent in the local region. Subsequently, the direction with the least effort is selected for moving the agent. To efficiently compute feasible movement directions for each agent, we discretize the movement direction field of the agent and use a bit string to estimate the set of movement directions. Each bit of the bit string represents a span of movement directions. The proposed approach enables the agents to move around simple objects without using expensive global search techniques. Experimental results show that our approach can simulate agents that can alleviate the collision problem. The agents can move to their destinations efficiently.Item type:Item, Guidance path scheduling using particle swarm optimization in crowd simulation(2015-05-01) ;Wong, Sai-Keung ;Tang, Pao-Kun ;Li, Fu-Shun ;Wang, Zong-MinYu, Shih-TingIn this paper, we propose a method for using particle swarm optimization (PSO) to compute optimal guidance paths for various crowd densities in an agent-based crowd simulation. The inputs of our system are guidance paths that provide hints for the movement directions of agents. Input guidance paths may not be located correctly (e.g., leading to congestion or high traveling cost); therefore, our method adjusts the guidance paths by using PSO. We consider several factors for evaluating the quality of a guidance path, including the average traveling time and interaction distance between agents. We apply our method in several examples. Experimental results show that our method can compute adaptive guidance paths for various crowd densities. Our system can simulate organized crowds that move in directions specified by the guidance paths. Copyright (c) 2015John Wiley & Sons, Ltd.Item type:Item, Guidance path scheduling using particle swarm optimization in crowd simulation(2014-05-01) ;Wong, Sai-Keung ;Tang, Pao-Kun ;Li, Fu-Shun ;Wang, Zong-MinYu, Shih-TingIn this paper, we propose a method for using particle swarm optimization (PSO) to compute optimal guidance paths for various crowd densities in an agent-based crowd simulation. The inputs of our system are guidance paths that provide hints for the movement directions of agents. Input guidance paths may not be located correctly (e.g., leading to congestion or high traveling cost); therefore, our method adjusts the guidance paths by using PSO. We consider several factors for evaluating the quality of a guidance path, including the average traveling time and interaction distance between agents. We apply our method in several examples. Experimental results show that our method can compute adaptive guidance paths for various crowd densities. Our system can simulate organized crowds that move in directions specified by the guidance paths. Copyright (c) 2015John Wiley & Sons, Ltd.