İnandırıcı Kalabalık Benzetiminde Birey Sayısı ve Hareket Çeşitliliği Araştırması
Özet
Nowadays, computer games and movies, which constitute a significant part of the entertainment industry, are among the main application areas that use crowd simulations extensively. In the majority of such entertainment applications, crowds are used to create a background within the existing scene. In these simulations named as ambient crowds, there is no need to visualize the individuals forming the crowd with the highest possible quality or to perform costly complex operations to navigate these individuals. Within the scope of this thesis study, a new approach has been proposed to create crowd simulations having maximum density and minimum movement variety on 2D simulation areas without compromising plausibility for the purpose of creating non-interactive ambient crowds in real-time and simulating these crowds with the lowest possible navigation cost. According to this, instead of navigating crowd members with the navigation models based on collision detection and avoidance maneuvers requiring a high computational power and operation time, individuals are navigated on trajectories that are defined from their initial positions to their goal positions and are guaranteed to be collision-free. Three different steering-free navigation methods have been developed for the creation of the trajectories that will be assigned to the individuals who will participate in the simulation. These methods have been compared with one of the state-of-the-art agent-based navigation techniques existing in the literature and each of these methods have been shown to have much lower navigation costs than the technique they compared. In addition, it has been shown that the steering-free navigation approach that has been developed can create individuals that move on more consistent and smooth trajectories and crowds that exhibit navigation behaviors having a higher level of perceived realism.