基于智能体(agentbased)的群体模拟中,已有的朝向计算方法易产生个体的朝向突变或僵硬的转弯行为,导致高密度群体的三维运动效果失真.为此提出一种适用于agentbased模型的双层朝向处理方法.在理论层上,依据角动量约束构建出朝向旋转方程,在计算路径过程中综合考虑个体期望方向、角速度约束、外部干扰转动等因素,计算个体朝向的初值;在数据层上,采用朝向过滤技术对初值进行处理,并在四元素空间内进行球面插值,最终生成群体的运动朝向.实验结果证明,该方法能实时地计算出自然平滑的高密度群体朝向数据.
In agent based crowd simulation, previous methods for computing orientation will lead to abrupt changes in agent's orientation, or generate stiffly turning behaviors. Therefore, the 3D performance of high-density crowd simulation deviates from reality. This paper presents a double-layer orientation fairing method for agent-based crowd animation. The theoretical layer computes an initial value of the individual orientation, considering the expected direction, the angular momentum constraints and the interfered rotation caused by surrounding obstacles. The numerical layer uses filtering technology for processing orientation data. The final orientation is interpolated between results from the two layers in hyperspherical space of quaternion. The method has proved to be effective to generate non-oscillatory and natural individual orientation, even for high-density crowd in complex environment.