A huge challenge is to simulate tens of thousands of agents in real-time where they pro-actively and realistically avoid collisions with each other and with obstacles present in their environment, especially near narrow passages where cooperative behavior is required. This environment contains semantic information, such as roads or dangerous areas, is usually three-dimensional and can dynamically change.
We study how we can automatically create a data structure that represents the walkable surfaces in virtual environments, and how it can be updated dynamically and efficiently when it changes. We refer to this structure as a navigation mesh. This mesh enables efficient crowd simulation, which is our next topic of research. We study and develop a crowd simulation framework and its components, which ranges from global planning to local animation. We create models for realistic crowd behaviors, which includes studying how people and groups of people move and avoid collisions in such environments, based on agent profiles and semantics.
We continuously integrate our research into our UU Crowd simulation software which is used by many research institutes and companies. We run simulations in realistic environments and game levels to study the effectiveness of our methods.
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We'll visit the ICT.OPEN 2018 conference on 19 and 20 March 2018. Arne Hillebrand
will present a poster on "Measuring pedestrian safety", and Wouter van Toll will present a poster and talk on
"A comparative study of navigation meshes".
We have demonstrated our crowd simulation software and research at CES 2018 in the vibrant city of Las Vegas, which
attracted many interested people.
De Kennis van Nu - Paniek in de menigte
The Dutch TV show, De Kennis van Nu (Today's knowledge) has interviewed me for an epside around the theme
Panic in the crowd.
Webinar Master's Programme Game and Media Technology
We organised a live webinar on the Master's Programme Game and Media Technology (GMT).
I have given detailed information about the Master's programme, together with MSc student Ishdeep Bandhari,
who shared his personal experiences with the programme,
and dr. Maarten Löffler, who gave live chat support.
NWO Take-off subsidy for initiating start-up uCrowds
I received a 40KEuro NWO Take-off (phase 1) grant.
This project allows me to make steps towards founding a start-up, uCrowds,
which will bring our crowd simulation software to the market.
This start-up will offer a software engine for simulating crowds in big
infrastructures, events or computer games.
Summerschool Utrecht - Multidisciplinary Game Research
We have given a masterclass on crowd simulation using our Unity3D plugin. The summer school took place from 21 to 25 August in 2017.
I've given a research presentation during Bessensap 2017, which is organised by NWO and the Vereniging voor Wetenschapsjournalistiek en –communicatie Nederland.
The presentation is entitled (in Dutch): De meute ontrafeld: simulatie en beheersing van mensenmassa's.
Boosting academic start-ups
We've discussed how barriers can be taken away which are experienced by start-ups when they go from academia to their spin out.
We hope to increase the potential of knowledge utilisation from within universities under the guidance of StartupDelta and Constantijn van Oranje.
PhD defense Wouter van Toll
My PhD student, Wouter van Toll, has successfully finished his PhD thesis entitled 'Navigation for Characters and Crowds in Complex Virtual Environments' at Utrecht University.
Research finds its way to society via UtrechtInc
We followed a 4 months program at incubator UtrechtInc to build the blueprint of our startup (in formation),
Here, we offer a software engine for simulating crowds in big infrastructures, events or computer games.
We presented ourselves in front of an independent jury and audience, and obtained the possibility to get a starting capital of 18K Euro.
I am an assistant professor at the Virtual Worlds group in the Department of Information and Computing Sciences at Utrecht University
in the Netherlands. There, I obtained my PhD on sampling-based motion planning techniques. In addition, I studied quality aspects of
paths and roadmaps. My current research focuses on path planning and crowd simulation in games and virtual environments.
I currently teach a course on crowd simulation. I have organized the Creative Game Challenge and I am one of the cofounders of the annual
Motion in Games conference.
We have created a software package for efficient crowd simulating in multi-layered 3D dynamic
environments. We use the package for e.g. preparations of the Grand Départ of the Tour de France, and for evacuation studies in the North/South metro line in Amsterdam.
Welcome on my home page on crowd simulation and motion planning