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Simulating pedestrian crowd behaviour in virtual cities NON

In games, entertainment, medical and architectural applications, the creation of virtual city environments has recently became widespread. Populating these models raises problem such as real-time rendering and simulation. A populated 3D virtual city model has previously been developed at UCL, that simulated up to 10,000 pedestrians walking in real-time. However, they stressed on the rendering aspects rather than on the behaviour of the pedestrians, which only perform collision detection; therefore the simulation ends to be fairly unrealistic. To that extent, this report presents a pedestrian crowd simulation method aiming at improving the local and global reactions of the pedestrians. On the one hand, we enhanced the pedestrian-to-pedestrian collision avoidance method based on a subdivision of space into a 2D grid. On the other hand, pedestrians are given goals to reach making their trajectories smooth and straight. Goals are computed automatically and connected into a graph that reflects the structure of the city and triggers a spatial repartition of the density of pedestrians. In order to engender realistic reactions when areas become crowded, local directions are stored and updated in real-time, allowing the apparition of pedestrians streams. Combining the different methods proposed in this project contributes to a realistic appearance of the model. In this project, we successfully provide a framework for a more realistic crowd behaviour while keeping a real-time frame rate for up to 5,000 simulated pedestrians.