Emergency crowd simulation for outdoor environments

dc.citation.epage144en_US
dc.citation.issueNumber2en_US
dc.citation.spage136en_US
dc.citation.volumeNumber34en_US
dc.contributor.authorOğuz, O.en_US
dc.contributor.authorAkaydın, A.en_US
dc.contributor.authorYilmaz, T.en_US
dc.contributor.authorGüdükbay, Uğuren_US
dc.contributor.bilkentauthorGüdükbay, Uğur
dc.date.accessioned2016-02-08T09:59:21Z
dc.date.available2016-02-08T09:59:21Z
dc.date.issued2010en_US
dc.departmentDepartment of Computer Engineeringen_US
dc.description.abstractWe 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.en_US
dc.identifier.doi10.1016/j.cag.2009.12.004en_US
dc.identifier.issn0097-8493
dc.identifier.urihttp://hdl.handle.net/11693/22380
dc.language.isoEnglishen_US
dc.publisherPergamon Pressen_US
dc.relation.isversionofhttp://dx.doi.org/10.1016/j.cag.2009.12.004en_US
dc.source.titleComputers & Graphics: an international journal of systems & applications in computer graphicsen_US
dc.subjectCrowd simulationen_US
dc.subjectEmergencyen_US
dc.subjectOcclusion cullingen_US
dc.subjectOutdoor environmentsen_US
dc.subjectAgent - based approachen_US
dc.subjectClose proximityen_US
dc.subjectContinuum dynamicsen_US
dc.subjectEfficient simulationen_US
dc.subjectEmergency situationen_US
dc.subjectGrid of cellsen_US
dc.subjectModel - based renderingen_US
dc.subjectPedestrian modelsen_US
dc.subjectPolygonal meshesen_US
dc.subjectPre - processingen_US
dc.subjectSpeed - upsen_US
dc.subjectTerrorist attacksen_US
dc.subjectAnimationen_US
dc.subjectVisibilityen_US
dc.subjectTime varying systemsen_US
dc.titleEmergency crowd simulation for outdoor environmentsen_US
dc.typeArticleen_US
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