Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 3 de 3
Filtrar
Mais filtros










Base de dados
Intervalo de ano de publicação
1.
IEEE Trans Vis Comput Graph ; 21(4): 434-42, 2015 Apr.
Artigo em Inglês | MEDLINE | ID: mdl-26357093

RESUMO

We present an interactive wave-based sound propagation system that generates accurate, realistic sound in virtual environments for dynamic (moving) sources and listeners. We propose a novel algorithm to accurately solve the wave equation for dynamic sources and listeners using a combination of precomputation techniques and GPU-based runtime evaluation. Our system can handle large environments typically used in VR applications, compute spatial sound corresponding to listener's motion (including head tracking) and handle both omnidirectional and directional sources, all at interactive rates. As compared to prior wave-based techniques applied to large scenes with moving sources, we observe significant improvement in runtime memory. The overall sound-propagation and rendering system has been integrated with the Half-Life 2 game engine, Oculus-Rift head-mounted display, and the Xbox game controller to enable users to experience high-quality acoustic effects (e.g., amplification, diffraction low-passing, high-order scattering) and spatial audio, based on their interactions in the VR application. We provide the results of preliminary user evaluations, conducted to study the impact of wave-based acoustic effects and spatial audio on users' navigation performance in virtual environments.


Assuntos
Gráficos por Computador , Som , Interface Usuário-Computador , Jogos de Vídeo , Estimulação Acústica , Adulto , Algoritmos , Feminino , Humanos , Masculino , Adulto Jovem
2.
Artigo em Inglês | MEDLINE | ID: mdl-25375558

RESUMO

With the growth in world population, the density of crowds in public places has been increasing steadily, leading to a higher incidence of crowd disasters at high densities. Recent research suggests that emergent chaotic behavior at high densities-known collectively as crowd turbulence-is to blame. Thus, a deeper understanding of crowd turbulence is needed to facilitate efforts to prevent and plan for chaotic conditions in high-density crowds. However, it has been noted that existing algorithms modeling collision avoidance cannot faithfully simulate crowd turbulence. We hypothesize that simulation of crowd turbulence requires modeling of both collision avoidance and frictional forces arising from pedestrian interactions. Accordingly, we propose a model for turbulent crowd simulation, which incorporates a model for interpersonal stress and acceleration constraints similar to real-world pedestrians. Our simulated results demonstrate a close correspondence with observed metrics for crowd turbulence as measured in known crowd disasters.

3.
IEEE Trans Vis Comput Graph ; 20(7): 1022-34, 2014 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-26357358

RESUMO

Local collision avoidance algorithms in crowd simulation often ignore agents beyond a neighborhood of a certain size. This cutoff can result in sharp changes in trajectory when large groups of agents enter or exit these neighborhoods. In this work, we exploit the insight that exact collision avoidance is not necessary between agents at such large distances, and propose a novel algorithm for extending existing collision avoidance algorithms to perform approximate, long-range collision avoidance. Our formulation performs long-range collision avoidance for distant agent groups to efficiently compute trajectories that are smoother than those obtained with state-of-the-art techniques and at faster rates. Comparison to real-world data demonstrates that crowds simulated with our algorithm exhibit an improved speed sensitivity to density similar to human crowds. Another issue often sidestepped in existing work is that discrete and continuum collision avoidance algorithms have different regions of applicability. For example, low-density crowds cannot be modeled as a continuum, while high-density crowds can be expensive to model using discrete methods. We formulate a hybrid technique for crowd simulation which can accurately and efficiently simulate crowds at any density with seamless transitions between continuum and discrete representations. Our approach blends results from continuum and discrete algorithms, based on local density and velocity variance. In addition to being robust across a variety of group scenarios, it is also highly efficient, running at interactive rates for thousands of agents on portable systems.

SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA
...