User:Sks180

Computer Graphics - Fall 2016

Professor Mubbasir Kappadia - Computer Science Dept.

Topic: Crowd Simulation, Crowd Tracking

Team members: Crowd Simulation structure:
 * Fangda Han
 * Qiaoying Huang
 * Qiying Mu
 * Long Zhao
 * Russell Lok
 * Vineet Sepaha
 * Michael Shur
 * Albert Stein
 * Hao Jin
 * Short summary/description of crowd simulation:
 * Computer-generated scene in which autonomously moving objects interact with one another and their environment, en masse.
 * Body Section:
 * Topic basic background, history:
 * Crowd simulation is a modern computer-generated tool to represent how a multitude of characters/objects move in certain environments so as to display how real-life events play out.
 * Modern-day usage of crowd simulation in real-life scenarios and video games
 * Bulk theory:
 * Collision detection
 * Navigation algorithm using collision detection
 * Application of crowd simulation to real life
 * Limitations of simulations
 * subtopics:
 * video game applications
 * architecture of buildings/locations
 * navigation AI on roads, streets, etc.
 * Dijkstra's algorithm
 * human behavior/motion translation to simulation agent AI
 * Examples:
 * Unity3d
 * SteerSuite
 * Golaem
 * ModP
 * Dijkstra's algorithm
 * Google maps
 * Urban Planning
 * References:
 * http://gamma.cs.unc.edu/LARGE/papers/individual_behaviors.pdf
 * http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.105.7492&rep=rep1&type=pdf
 * http://people.rennes.inria.fr/Julien.Pettre/pdf/EG2012.pdf
 * http://papers.cumincad.org/data/works/att/ecaade2008_160.content.pdf