University of Windsor
Agent-based Crowd Simulation Modelling for a Gaming Environment
Abstract
dc:description.abstractCrowd simulation study has become a favorite subject in the computer graphics community in the past three decades. It usually is a sub-function within many applications such as video games, films, and public security. This thesis proposes an independent crowd simulation model that is capable of running an Agent-based method through a gaming environment. It can simulate realistic human crowds with user-controllable features to provide a gaming-like experience. Our approach features an enhanced rendering system based on Distinguishable Agents Generating Method (DAGM). This method can generate distinguishable and scalable 3D human models in real-time. We also introduce our Multi-layer Collision System (MCS), which features a collision-message collection system and an evaluation processing system. We also introduce Building & City-planning Generating System (BCGS) for the purpose of setting up obstacles for the crowd during an evacuation simulation. Moreover, in this thesis, we also extend the study to other aspects such as crisis training and human animations to provide a complete agent-based crowd simulation model.
Degree
thesis:*- Name thesis:degree_name
- M.Sc.
- Level thesis:degree_level
- Masters
- Discipline thesis:degree_discipline
- Computer Science
- Grantor
- University of Windsor
- Year dc:date.issued
- 2017
Author and committee
dc:creator, dc:contributor.*- Author dc:creator
-
- Sun, Songqiao
- Advisor dc:contributor.advisor
-
- Ahmad, Imran Shafiq
- Contributors dc:contributor
-
- djohnst@uwindsor.ca
Rights
dc:rights- Language dc:language.iso
- en_CA
Identifiers
dc:identifier.*- Handle dc:identifier.uri
- https://hdl.handle.net/20.500.14776/7667
- OAI identifier oai:identifier
- oai:uwindsor.scholaris.ca:20.500.14776/7667