ABSTRACT

Computer-generated crowds are nowadays commonly used in films, video games, online communities, and virtual environment applications. The realistic simulation of such crowds is an important factor in the level of user immersion and the value of the conclusions one can draw from these simulations. Over the past 20 years, the field of computer graphics has experienced a dramatic increase in the number of tools, approaches, and algorithms focusing on creating compelling crowd motions. As more approaches to generate virtual crowds are introduced, developing better methods to analyze, evaluate, and improve the quality of these simulations is becoming more important.