Stéphane Donikian

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In the everyday exercise of controlling their locomotion, humans rely on their optic flow of the perceived environment to achieve collision-free navigation. In crowds, in spite of the complexity of the environment made of numerous obstacles, humans demonstrate remarkable capacities in avoiding collisions. Cognitive science work on human locomotion states(More)
This paper addresses the problem of virtual pedestrian autonomous navigation for crowd simulation. It describes a method for solving interactions between pedestrians and avoiding inter-collisions. Our approach is agent-based and predictive: each agent perceives surrounding agents and extrapolates their trajectory in order to react to potential collisions.(More)
The navigation activity is an every day practice for any human being capable of locomotion. Our objective in this work is to reproduce this crucial human activity inside virtual environments. Putting together the high complexity of a realistic environment such as a city, a big amount of virtual humans and the real-time constraint requires to optimize each(More)
An interaction occurs between two humans when they walk with converging trajectories. They need to adapt their motion in order to avoid and cross one another at respectful distance. This paper presents a model for solving interactions between virtual humans. The proposed model is elaborated from experimental interactions data. We first focus our study on(More)
While walking through a crowd, a pedestrian experiences a large number of interactions with his neighbors. The nature of these interactions is varied, and it has been observed that macroscopic phenomena emerge from the combination of these local interactions. Crowd models have hitherto considered collision avoidance as the unique type of interactions(More)
Behavioural animation techniques provide autonomous characters with the ability to react credibly in interactive simulations. The direction of these autonomous agents is inherently complex. Typically, simulations evolve according to reactive and cognitive behaviours of autonomous agents. The free flow of actions makes it difficult to precisely control the(More)
In this paper we examine the requirements for scenario control programming languages and consider approaches for designing textual-based scenario specification languages. By scenario programs, we mean the code that determines what objects are in the simulation environment and how object behaviors are coordinated to produce predictable experiences for the(More)
Reproducing daily behaviours requires the ability to schedule behaviours depending on resources (body parts for example) and priority (intentions or physiological parameters) constraints. A simple way is to say that behaviours which are using the same resources are mutually exclusive. This approach is not sufficient to achieve realism purpose, as in real(More)