Li Zuning, He Wu. Deformable guiding mesh-based simulation of group formation[J]. Journal of Image and Graphics, 2017, 22(7): 969-977.DOI: 10.11834/jig.160585.
Deformable guiding mesh-based simulation of group formation
Crowd simulation has become an increasingly popular research topic because of its potential applications in virtual reality and computer animation. Most of the existing research utilizes methods
including social force
hydrodynamic
and data-driven models
to control the movement of the groups. Social force models treat agents as independent individuals with mass and velocity and control the movement of the agents by applying external controlling force. Hydrodynamic models introduce the concept of fluid dynamics into crowd simulation
which is appropriate for simulating large-scale groups. Data-driven models extract data from videos of real crowds and enter the data into crowd simulation to obtain authentic group behavior. These methods focus on the simulation of groups
which contain a large number of free-moving agents. However
these methods cannot be applied in simulating groups that move in a specific formation
which extensively exist in social activities (e.g.
a marching army or a dancing group). In group formation control
the agents are expected to move in a similar direction with similar velocity among other agents in the group while maintaining an overall formation. The major difficulty of group formation control lies in the conflict between maintaining formation and collision avoidance. These problems can be solved traditionally by using a formation mesh to represent the group. However
in the previous methods
the agents are often strongly bound to the target location in the formation
thereby leading to the stiff behavior and inefficient movement of agents. A modified mesh-guide method is employed
and a deformable mesh is adopted to control the group motion
thereby achieving a group simulation with a certain formation. The formation is initially divided into a triangular mesh to connect all agents. The formation mesh is then transformed by the potential field of the obstacle during the process of group motion; thus
the agents can move with a certain formation without collision. Finally
an attraction point-based mesh-guide method is proposed to address the "dislocation phenomenon" in potential local agents
which may occur when the obstacles pass through the formation mesh. The implementation of the proposed algorithm can be mainly divided into three phases
namely
initialization
deformation
and recovery phases. In the initialization phase
the agents are grouped in a virtual environment and their locations are stored within the same group into different queues. The points in each queue are then reconstructed using Delaunay triangulation to form a triangle list
that is
the formation mesh. The virtual environment should also be considered in this phase. The environment is divided into uniform grids
and the potential field for each grid is computed according to the distribution of the obstacles. At the end of this phase
the target area of each group is set. This area has a strong attraction force to the group agents and has no obstacles. In the deformation phase
the vertexes of the formation mesh are driven by the influence of attraction force. The velocities of the vertexes that enter into a potential field depend on the resultant of the attraction and repulsive forces. The velocities of other vertexes in the formation mesh are calculated using the error of their current and desired positions. The desired position of each agent can be obtained by the deformation rules that minimizes the error metric. If the distance between two vertexes goes beyond the deformation range
then the meshes between the two vertexes will be removed from the current formation mesh to enhance the calculation efficiency of the mesh deformation stage. After the formation mesh is calculated
the agent will move along with the nearest vertex
which has not been occupied by other agents. Moreover
the potential fields should be updated in real time along with dynamic obstacles. In the last recovery phase
when the removed meshes recover within the deformation range
these meshes are added again into the current formation mesh based on the initial formation. Finally
the proposed method can recover the groups to the initial formation fast after passing through the obstacles. The formation motions of various multi-agent groups are simulated in different virtual scenes
such as marching army march
dynamic traffic flow
and group show scenes
using unity. A series of contrasting experiments is performed in various numbers of agent. Results showed that the time cost of the proposed algorithm is focused on the mesh deformation stage. When the number of the vertex in the formation reached 1 000
the average running time of the mesh deformation stage within one simulation step is 20.15 ms. The formation mesh generation stage is a previous process that will not affect the real-time performance of the algorithm. The proposed algorithm can improve the global efficiency of the agent movement by adapting the attraction point-based mesh-guide method
thereby transforming the formation transform easily and gracefully. The proposed approach can work well in the simulation of agent groups with formation control because the group collision with obstacles
either static or dynamic
can be effectively avoided while maintaining the stability of the formation. The experimental results strongly suggest the effectiveness of the proposed algorithm.