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A method of computing a collision-free velocity for an agent in a crowd simulation environment

A crowd simulation and intelligent body technology, applied in computing, 3D modeling, instruments, etc.

Inactive Publication Date: 2011-06-29
INTEL CORP
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

Human navigation, also known as crowd simulation, is a computationally intensive task, and existing algorithms can only simulate thousands of agents in real time

Method used

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  • A method of computing a collision-free velocity for an agent in a crowd simulation environment
  • A method of computing a collision-free velocity for an agent in a crowd simulation environment
  • A method of computing a collision-free velocity for an agent in a crowd simulation environment

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Embodiment Construction

[0011] For simplicity and clarity of illustration, the drawings illustrate the general manner of construction, and descriptions and details of well-known features and techniques may be omitted so as not to unnecessarily obscure the discussion of the described embodiments of the invention. Additionally, elements in the drawings are not necessarily drawn to scale. For example, the dimensions of some of the elements in the figures are exaggerated relative to other elements to help to improve understanding of embodiments of the present invention. The same reference numbers in different drawings denote the same elements, while similar reference numbers may, but do not necessarily, denote similar elements.

[0012] The terms "first," "second," "third," "fourth," etc., if present, in the description and claims are used to distinguish similar elements, but not necessarily to describe a particular sequential or temporal order. It is to be understood that the terms so used are intercha...

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PUM

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Abstract

A method of computing a collision-free velocity (117, 217) for an agent (110) in a crowd simulation environment (100) comprises identifying a quadratic optimization problem that corresponds to the collision-free velocity, and finding an exact solution for the quadratic optimization problem by using a geometric approach.

Description

technical field [0001] Disclosed embodiments of the present invention relate generally to computer-generated imagery and, more particularly, to crowd simulation tasks in computer-generated imagery. Background technique [0002] Virtual world applications (such as Second Life) become an important component of the Connected Visual Computing (CVC: Connected Visual Computing) paradigm. One of the important tasks to be performed is A.I. (Artificial Intelligence), in which characters of a virtual world perform specific assigned tasks and navigate in the world. Human navigation, also known as crowd simulation, is a computationally intensive task, and existing algorithms can only simulate thousands of agents in real time. This is on the order of tens to hundreds of thousands of agents needed to generate realistic virtual world scenarios. Contents of the invention [0003] One aspect of the present invention relates to a method for computing collision-free velocities (collision-f...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T17/00
CPCG06T13/40G06T19/00G06T2210/21G06T17/00
Inventor C·金D·金S·J·盖J·奇胡加尼A-T·D·阮
Owner INTEL CORP
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