Browsing by Subject "Occlusion culling"
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Item Open Access Emergency crowd simulation for outdoor environments(Pergamon Press, 2010) Oğuz, O.; Akaydın, A.; Yilmaz, T.; Güdükbay, UğurWe simulate virtual crowds in emergency situations caused by an incident, such as a fire, an explosion, or a terrorist attack. We use a continuum dynamics-based approach to simulate the escaping crowd, which produces more efficient simulations than the agent-based approaches. Only the close proximity of the incident region, which includes the crowd affected by the incident, is simulated. We use a model-based rendering approach where a polygonal mesh is rendered for each agent according to the agent's skeletal motion. To speed up the animation and visualization, we employ an offline occlusion culling technique. We animate and render a pedestrian model only if it is visible according to the static visibility information computed. In the pre-processing stage, the navigable area is decomposed into a grid of cells and the from-region visibility of these cells is computed with the help of hardware occlusion queries. © 2009 Elsevier Ltd. All rights reserved.Item Open Access Extraction of 3D navigation space in virtual urban environments(IEEE, 2005-09) Yılmaz, Türker; Güdükbay, UğurUrban scenes are one class of complex geometrical environments in computer graphics. In order to develop navigation systems for urban sceneries, extraction and cellulization of navigation space is one of the most commonly used technique providing a suitable structure for visibility computations. Surprisingly, there is not much work done for the extraction of the navigable area automatically. Urban models, except for the ones where the building footprints are used to generate the model, generally lack navigation space information. Because of this, it is hard to extract and discretize the navigable area for complex urban scenery. In this paper, we propose an algorithm for the extraction of navigation space for urban scenes in threedimensions (3D). Our navigation space extraction algorithm works for scenes, where the buildings are in high complexity. The building models may have pillars or holes where seeing through them is also possible. Besides, for the urban data acquired from different sources which may contain errors, our approach provides a simple and efficient way of discretizing both navigable space and the model itself. The extracted space can instantly be used for visibility calculations such as occlusion culling in 3D space. Furthermore, terrain height field information can be extracted from the resultant structure, hence providing a way to implement urban navigation systems including terrains.Item Open Access Modeling and populating virtual cities: automatic production of building models and emergency crowd simulation(2008) Oğuz, OğuzcanIn this thesis, we present an automatic building generation method based on procedural modeling approach, and a crowd animation system that simulates a crowd of pedestrians inside a city. While modeling the buildings, to achieve complex and consistent geometries we use shape grammars. The derivation process incorporates randomness so the produced models have the desired variation. The end shapes of the building models could be defined in a certain extent by the derivation rules. The behavior of human crowds inside a city is affected by the simulation scenario. In this thesis, we specifically intend to simulate the virtual crowds in emergency situations caused by an incident, such as a fire, an explosion, or a terrorist attack. We prefer to use a continuum dynamics-based approach to simulate the escaping crowd, which produces more efficient simulations than the agent-based approaches. Only the close proximity of the incident region, which includes the crowd affected by the incident, is simulated. In order to speed up the animation and visualization of the resulting simulation, we employ an offline occlusion culling technique. During runtime, we animate and render a pedestrian model only if it is visible to the user. In the pre-processing stage, the navigable area of the scene is decomposed into a grid of cells and the from-region visibility of these cells is computed with the help of hardware occlusion queries.