Crowd Flows
Human crowds are ubiquitous in the real world, making their simulation a necessity for realistic interactive environments. We present a real-time crowd model based on continuum dynamics. In our model, a dynamic potential field simultaneously integrates global navigation with moving obstacles such as other people, efficiently solving for the motion of large crowds without the need for explicit collision avoidance. Simulations created with our system run at interactive rates, demonstrate smooth flow under a variety of conditions, and naturally exhibit emergent phenomena that have been observed in real crowds.
Project Members
Adrien Treuille
Seth Cooper
Zoran Popović
Continuum Crowds
Treuille, A. Cooper, S. Popović, Z.
ACM Transactions on Graphics 25(3) (SIGGRAPH 2006)
[Paper (3.2 Mb)]
SIGGRAPH video (5 mins) - (Requires DivX to view.)
[Movie (54.6 Mb)]
In the Press
New Scientist (Special Report)
CGWorld Japan (Part 1 / 2)
CGWorld Japan (Part 2 / 2)
University of Washington Animation Research Labs
National Science Foundation
Electronic Arts
Microsoft Research
Alfred P. Sloan Fellowship
Equation (11) should divide by the square of the cost. (The version in the SIGGRAPH proceedings is correct. A previous on-line version was incorrect.)