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'''基于主体的方法Agent-based Approach''': 该方法的特点是拥有自治的、互动的个体。在这种方法中,人群中的每个主体都被赋予了一定程度的智能; 他们可以根据一组决策规则自行对每个情况做出反应。主体用来决定一个行动的信息是从其周围获得的局部信息。这种方法最常见是被用来模拟现实的人群行为,因为研究人员可以完全自由地执行任何行为。
 
'''基于主体的方法Agent-based Approach''': 该方法的特点是拥有自治的、互动的个体。在这种方法中,人群中的每个主体都被赋予了一定程度的智能; 他们可以根据一组决策规则自行对每个情况做出反应。主体用来决定一个行动的信息是从其周围获得的局部信息。这种方法最常见是被用来模拟现实的人群行为,因为研究人员可以完全自由地执行任何行为。
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== Particle systems ==
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== Particle systems 粒子系统==
    
One way to simulate virtual crowds is to use a [[particle system]]. Particle systems were first introduced in computer graphics by W. T. Reeves in 1983.<ref>{{cite journal |doi=10.1117/12.261175 |title=From crowd simulation to airbag deployment: Particle systems, a new paradigm of simulation |journal=Journal of Electronic Imaging |volume=6 |pages=94–107 |year=1997 |last1=Cohen |first1=Eyal |last2=Cohen |first2=Eyal |last3=Najman |first3=Laurent |bibcode=1997JEI.....6...94B }}</ref> A particle system is a collection of a number of individual elements or ''particles''. Each particle is able to act autonomously and is assigned a set of physical attributes (such as color, size and velocity).
 
One way to simulate virtual crowds is to use a [[particle system]]. Particle systems were first introduced in computer graphics by W. T. Reeves in 1983.<ref>{{cite journal |doi=10.1117/12.261175 |title=From crowd simulation to airbag deployment: Particle systems, a new paradigm of simulation |journal=Journal of Electronic Imaging |volume=6 |pages=94–107 |year=1997 |last1=Cohen |first1=Eyal |last2=Cohen |first2=Eyal |last3=Najman |first3=Laurent |bibcode=1997JEI.....6...94B }}</ref> A particle system is a collection of a number of individual elements or ''particles''. Each particle is able to act autonomously and is assigned a set of physical attributes (such as color, size and velocity).
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One way to simulate virtual crowds is to use a particle system. Particle systems were first introduced in computer graphics by W. T. Reeves in 1983. A particle system is a collection of a number of individual elements or particles. Each particle is able to act autonomously and is assigned a set of physical attributes (such as color, size and velocity).
 
One way to simulate virtual crowds is to use a particle system. Particle systems were first introduced in computer graphics by W. T. Reeves in 1983. A particle system is a collection of a number of individual elements or particles. Each particle is able to act autonomously and is assigned a set of physical attributes (such as color, size and velocity).
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一种模拟虚拟人群的方法是使用粒子系统。1983年,w. t. Reeves 在计算机图形学首次引入了粒子系统。粒子系统是一系列单个元素或粒子的集合。每个粒子都能够自主行动,并被赋予一组物理属性(如颜色、大小和速度)。
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一种模拟虚拟人群的方法是使用'''粒子系统 Particle System'''。1983年, W. T. Reeves 在'''计算机图形学 Computer Graphics'''中首次引入了粒子系统。粒子系统是很多单个元素或粒子的集合。每个粒子都能够自主行动,并被赋予一组物理属性(如颜色、大小和速度)。
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A particle system is dynamic, in that the movements of the particles change over time.  A particle system's movement is what makes it so desirable and easy to implement. Calculating the movements of these particles takes very little time. It simply involves physics: the sum of all the forces acting on a particle determines its motion. Forces such as gravity, friction and force from a collision, and social forces like the attractive force of a goal.
 
A particle system is dynamic, in that the movements of the particles change over time.  A particle system's movement is what makes it so desirable and easy to implement. Calculating the movements of these particles takes very little time. It simply involves physics: the sum of all the forces acting on a particle determines its motion. Forces such as gravity, friction and force from a collision, and social forces like the attractive force of a goal.
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粒子系统是动态的,因为粒子的运动随着时间而改变。粒子系统的运动使它如此可取和容易实现。计算这些粒子的运动只需要很少的时间。它仅仅涉及到物理学: 作用在一个粒子上的所有力的总和决定了它的运动。诸如重力、碰撞产生的摩擦和力,以及诸如目标的吸引力之类的社会力。
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粒子系统是动态的,因为粒子的运动随着时间而改变。粒子系统的运动使这种方法很理想,且易于实现。计算这些粒子的运动只需要很少的时间。它仅仅涉及到物理学: 作用在一个粒子上的所有力的总和决定了它的运动。力包括了诸如重力、摩擦力、碰撞,以及诸如目标的吸引力之类的社会力。
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Usually each particle has a velocity vector and a position vector, containing information about the particle's current velocity and position respectively. The particles next position is calculated by adding its velocity vector to its position vector. A very simple operation (again why particle systems are so desirable). Its velocity vector changes over time, in response to the forces acting on the particle. For example, a collision with another particle will cause it to change direction.
 
Usually each particle has a velocity vector and a position vector, containing information about the particle's current velocity and position respectively. The particles next position is calculated by adding its velocity vector to its position vector. A very simple operation (again why particle systems are so desirable). Its velocity vector changes over time, in response to the forces acting on the particle. For example, a collision with another particle will cause it to change direction.
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通常每个粒子都有一个速度矢量和一个位置矢量,分别包含关于粒子当前速度和位置的信息。通过将粒子的速度矢量加到其位置矢量来计算粒子的下一个位置。一个非常简单的操作(再次说明为什么粒子系统如此可取)。它的速度矢量随时间变化,以响应作用在粒子上的力。例如,与另一个粒子的碰撞将导致它改变方向。
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通常每个粒子都有一个速度矢量和一个位置矢量,分别包含关于粒子当前速度和位置的信息。将粒子的速度矢量加到其位置矢量上,从而计算粒子的下一个位置。这是一个非常简单的操作(并再次说明了为什么粒子系统如此理想)。速度矢量在作用力影响下随时间变化。例如,与另一个粒子的碰撞将导致一个粒子改变方向。
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Particles systems have been widely used in films for effects such as explosions, for water effects in the 2000 movie The Perfect Storm, and simulated gas in the 1994 film the Mask.
 
Particles systems have been widely used in films for effects such as explosions, for water effects in the 2000 movie The Perfect Storm, and simulated gas in the 1994 film the Mask.
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粒子系统已经广泛应用于电影效果,如爆炸,2000年的电影完美风暴的水效果,以及1994年的电影面具模拟气体。
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粒子系统已经广泛应用于电影,如制作爆炸特效。具体的例子包括2000年的电影《完美风暴The Perfect Storm》的水特效,以及1994年的电影《面具 Mask》的模拟气体特效等。
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Particles systems, however, do have some drawbacks. It can be a bad idea to use a particle system to simulate agents in a crowd that the director will move on command, as determining which particles belong to the agent and which do not is very difficult.
 
Particles systems, however, do have some drawbacks. It can be a bad idea to use a particle system to simulate agents in a crowd that the director will move on command, as determining which particles belong to the agent and which do not is very difficult.
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然而,粒子系统确实有一些缺点。使用粒子系统模拟人群中的代理可能是个坏主意,因为确定哪些粒子属于代理,哪些不属于代理是非常困难的。
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然而,粒子系统确实有一些缺点。使用粒子系统模拟那些会根据领导的指令统一行动的人群中的主体,可能是个坏主意,因为确定哪些粒子属于主体,哪些不属于主体是非常困难的。
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--[[用户:嘉树|嘉树]]([[用户讨论:嘉树|讨论]]) crowd that the director will move on command 不确定是否是“根据领导的指令统一行动的人群”这个意思
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==here==
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=== Algorithm by Patil and Van Den Berg, Patil 和 Van Den Berg的算法===
=== Algorithm by Patil and Van Den Berg ===
      
This algorithm was designed for relatively simplistic crowds, where each agent in the crowd only desires to get to its own goal destination while also avoiding obstacles.<ref>{{cite journal |doi=10.1109/TVCG.2010.33 |pmid=21149879 |title=Directing Crowd Simulations Using Navigation Fields |journal=IEEE Transactions on Visualization and Computer Graphics |volume=17 |issue=2 |pages=244–54 |year=2011 |last1=Patil |first1=Sachin |last2=Van Den Berg |first2=Jur |last3=Curtis |first3=Sean |last4=Lin |first4=Ming C |last5=Manocha |first5=Dinesh |citeseerx=10.1.1.183.7823 }}</ref> This algorithm could be used for simulating a crowd in Times Square.
 
This algorithm was designed for relatively simplistic crowds, where each agent in the crowd only desires to get to its own goal destination while also avoiding obstacles.<ref>{{cite journal |doi=10.1109/TVCG.2010.33 |pmid=21149879 |title=Directing Crowd Simulations Using Navigation Fields |journal=IEEE Transactions on Visualization and Computer Graphics |volume=17 |issue=2 |pages=244–54 |year=2011 |last1=Patil |first1=Sachin |last2=Van Den Berg |first2=Jur |last3=Curtis |first3=Sean |last4=Lin |first4=Ming C |last5=Manocha |first5=Dinesh |citeseerx=10.1.1.183.7823 }}</ref> This algorithm could be used for simulating a crowd in Times Square.
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This algorithm was designed for relatively simplistic crowds, where each agent in the crowd only desires to get to its own goal destination while also avoiding obstacles. This algorithm could be used for simulating a crowd in Times Square.
 
This algorithm was designed for relatively simplistic crowds, where each agent in the crowd only desires to get to its own goal destination while also avoiding obstacles. This algorithm could be used for simulating a crowd in Times Square.
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该算法是针对相对简单化的群体设计的,群体中的每个代理人只希望到达自己的目的地,同时避开障碍物。这个算法可以用来模拟时代广场的人群。
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Patil 和 Van Den Berg的算法是针对相对简单化的群体设计的,群体中的每个代理人只希望到达自己的目的地,同时避开障碍物。这个算法可以用来模拟时代广场的人群。
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任何情况的结构都建立在四个组件之上: 行为函数、传感器、状态和事件规则。行为函数表示特定情况下的特定行为。传感器是一种感知能力,可以让代理人看到并对事件做出反应。状态是仅用于局部行为的不同运动和状态转移。事件规则是将不同的事件与其特定的行为联系起来的方法。当一个角色被置于一个情境中时,这四个部分同时被考虑。对于空间情景,当个体最初进入影响角色的环境时,添加组件。对于非空间情境,只有当用户将情境赋值给角色时,角色才会受到影响。当代理人被带离其情况区域或情况本身被移除时,这四个组件被移除。动态地添加和删除这些情况使我们能够实现可伸缩的代理。
 
任何情况的结构都建立在四个组件之上: 行为函数、传感器、状态和事件规则。行为函数表示特定情况下的特定行为。传感器是一种感知能力,可以让代理人看到并对事件做出反应。状态是仅用于局部行为的不同运动和状态转移。事件规则是将不同的事件与其特定的行为联系起来的方法。当一个角色被置于一个情境中时,这四个部分同时被考虑。对于空间情景,当个体最初进入影响角色的环境时,添加组件。对于非空间情境,只有当用户将情境赋值给角色时,角色才会受到影响。当代理人被带离其情况区域或情况本身被移除时,这四个组件被移除。动态地添加和删除这些情况使我们能够实现可伸缩的代理。
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== Human-like behaviors and crowd AI ==
 
== Human-like behaviors and crowd AI ==
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