| Titre : | The Crowd Simulation: Creating Variety Within Crowds |
| Auteurs : | Imane DRIDI, Auteur ; Foudil Cherif, Directeur de thèse |
| Type de document : | Thése doctorat |
| Editeur : | Biskra [Algérie] : Faculté des Sciences Exactes et des Sciences de la Nature et de la Vie, Université Mohamed Khider, 2025 |
| Format : | 1 vol. (94 p.) / ill., couv. ill. en coul / 30 cm |
| Langues: | Français |
| Langues originales: | Anglais |
| Résumé : |
In our daily lives, we interact and meet with many people performing various activities that effortlessly blend into their daily routines. Each individual has a unique appearance and shape and performs specific tasks with different actions. We notice variations in their movement, including differences in walking and running patterns and varying velocities they select for motion. Additionally, we can observe how they navigate around each other and avoid obstacles they may encounter. In this context, we simulate a crowd, focusing on the challenge of representing individual similarities and achieving diversity to execute a simulation realistically and accurately. The objective is to focus on crowd variety while ensuring each character has individual characteristics. The proposed methodology combines two methodologies. The first method focuses on appearance variation, including shape, accessories, color, and texture. The second method uses different types of animations. Applying a locomotion cycle allows for the creation of various animations for each model, using both the animator controller and script. Collision avoidance strategies are used between characters, with a proposed algorithm based on Raycasting, Newton's principles, and the conservation of momentum and kinetic energy in the absence of external forces. This algorithm produces efficient results for determining the exact final velocity values for the characters. The proposed crowd system is simulated under different lighting conditions to render our characters and create visual realism. It includes combining all of these terms to enhance crowd realism in terms of visual quality. |
| Sommaire : |
List of figures ...... i List of tables ......... v General Introduction ..... 1 Motivations .......... 2 Problem Overview ..... 3 Objective and Contributions .............. 4 Organization of the thesis ........................ 6 1 Crowd simulation ..... 7 1.1 Introduction ...... 7 1.2 Related works .... 7 1.3 Crowd modeling approaches ....... 9 1.3.1 Macroscopic models ............................................................................... 10 1.3.2 Microscopic models ................................................................................. 10 1.3.3 Hybrid models ............ 11 1.4 Path planning and virtual human navigation methodologies .............................. 11 1.4.1 Classical approach ........ 11 1.4.2 Heuristic approach…………………………………………………….. 14 1.5 System crowd design ...... 17 1.5.1 What’s a crowd? .. 17 1.5.2 Model Classifications ..... 18 1.5.3 Behavioral factors ...... 19 1.6 Conclusion .... 20 2 Research studies focusing on the diversity within crowds ....... 21 2.1 Introduction ...... 21 2.2 Appearance variety ..... 2.2.1 Studies exploring appearance variation .................................................. 22 2.3 Animation crowd .................................................................................................. 26 2.3.1 Research on animation within crowds .................................................... 26 2.3.2 Animation Synthesis ................................................................................ 29 2.4 Collision avoidance ................................................................................................ 31 2.4.1 Research on collision detection within crowds ...................................... 32 2.4.2 Approaches of collision avoidance concepts.......................................... 34 2.5 Synthesis of related literature ................................................................................. 31 2.6 Conclusion ............................................................................................................. 40 3 Modelling crowd variety ............................................................................................... 41 3.1 Introduction .......................................................................................................... 41 3.2 Modeling virtual human variation ....................................................................... 41 3.3 Appearance variety ................................................................................................. 42 3.3.1 Shape, clothing, and deformed accessories ............................................ 43 3.3.2 Colors and textures ................................................................................... 44 3.3.3 Rendering models under lighting conditions ......................................... 48 3.3.4 Hair mesh variation .................................................................................. 51 3.3.5 Adding different accessories ................................................................... 52 3.4 Crowd animation approach .................................................................................... 54 3.5 Crowd collision detection approach .................................................................... 57 3.6 Conclusion ............................................................................................................. 60 4 Experiments and results ............................................................................................... 61 4.1 Introduction ........................................................................................................... 61 4.2 Unity 3D and C# programming context ................................................................. 61 4.3 System overview .................................................................................................... 62 4.4 Crowd system results and discussion .................................................................... 63 4.4.1 Crowd density and appearance variation in open environment ............ 64 4.4.2 Crowd density and animation variation in open environment .............. 68 4.5 Analysis and validations of results ....... 71 4.5.1 The performance evaluation of our appearance variation approach by exploring the maximum combinations of elements ............................... 71 4.5.2 Evaluation of the performance of possible combinations of our approach for changing appearance using a particular number of element sets for different characters. ....73 4.5.3 The performance evaluation of our animation variation approach by exploring the maximum combinations of elements ....... 4.5.4 Evaluation of the performance of possible combinations of our approach 76 for changing animations using a particular number of element sets for different characters. ..76 4.5.5 The performance evaluation of our appearance and animation variation approach by exploring the combinations of elements sets......................... 77 4.6 Conclusion ..... 80 General Conclusion .. 81 References ........... |
| Type de document : | Mémoire master |
Disponibilité (1)
| Cote | Support | Localisation | Statut |
|---|---|---|---|
| TINF/204 | Théses de doctorat | bibliothèque sciences exactes | Consultable |




