For my PhD research, we created a crowd simulation system that focuses on dense crowds. In real crowds of high density, people manoeuvring the crowd need to twist their torso, and step sideways and diagonally, to pass between others. Our method employs capsule-shaped agents, which enables us to plan such movement. Contrary to other crowd simulation systems, which often focus on the movement of the entire crowd, our method distinguishes between passive agents that want to remain in their location, and active agents that try to manoeuvre through the crowd towards a goal position.
The crowd sim method is based on an experiment in our motion capture lab. The results are online at https://stuvel.eu/files/publication/IEEE-TVCG-Torso_crowds.pdf with an accompanying video at https://stuvel.eu/video/dense-crowd-manoeuvring
In this talk I'll demonstrate the crowd simulation system, and talk about how it works and how it's integrated into Blender and the Blender Game Engine.