Wouter van Toll

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Virtual characters often need to plan visually convincing paths through a complicated environment. For example, a traveler may need to walk from an airport entrance to a staircase, descend the staircase, walk to a shuttle, ride the shuttle to a destination, ride an elevator back to the ground floor, and finally move on the ground floor again to reach the(More)
Virtual characters in games and simulations often need to plan visually convincing paths through a crowded environment. This paper describes how crowd density information can be used to guide a large number of characters through a crowded environment. Crowd density information helps characters avoid congested routes that could lead to traffic jams. It also(More)
Games and simulations frequently model scenarios where obstacles move, appear, and disappear in an environment. A city environment changes as new buildings and roads are constructed, and routes can become partially blocked by small obstacles many times in a typical day. This paper studies the effect of using local updates to repair only the affected regions(More)
—Path planning and crowd simulation are important computational tasks in computer games and applications of high social relevance, such as crowd management and safety training. Virtual characters (agents) need to autonomously find a path from their current position to a designated goal position. This is usually solved by running the A* algorithm on a grid(More)
Path planning is one of the classical computational tasks in video games. Virtual characters need to autonomously find a path from their current position to a designated goal position. This is usually solved by running the A* algorithm on a grid or a navigation mesh. However, in many modern games, strictly following the resulting path is not sufficient.(More)
Virtual characters in games and simulations often need to plan visually convincing paths through a crowded environment. This paper describes how crowd density information can be used to guide a large number of characters through a crowded environment. Crowd density information helps characters avoid congested routes that could lead to traffic jams. It also(More)
Modern simulations feature crowds of AI-controlled agents moving through dynamic environments, with obstacles appearing or disappearing at run-time. A dynamic navigation mesh can represent the traversable space of such environments. The A* algorithm computes optimal paths through the dual graph of this mesh. When an obstacle is inserted or deleted, the mesh(More)
Virtual characters often need to plan visually convincing paths through a complicated environment. For example, a traveler may need to walk from an airport entrance to a staircase , descend the staircase, walk to a shuttle, ride the shuttle to a destination, ride an elevator back to the ground floor, and finally move on the ground floor again to reach the(More)
As the world population is growing and urbanization increases, the focus on efficient and safe crowd management is growing. In all kinds of environments the importance of analyzing and quantifying crowd flows is acknowledged. The quality of crowd flows and particularly the safety in pedestrian environments are more important than ever before. To support in(More)
Games and simulations frequently model scenarios where obstacles move, appear, and disappear in an environment. A city environment changes as new buildings and roads are constructed, and routes can become partially blocked by small obstacles many times in a typical day. This paper studies the effect of using local updates to repair only the affected regions(More)