
TL;DR
This paper introduces a flood fill dynamic potential field method for pedestrian simulation that encourages agents to choose quickest paths around corners, aligning more closely with real pedestrian behavior by balancing realism and computational efficiency.
Contribution
It presents a novel flood fill approach that accounts for agent occupancy to model quickest path behavior, minimizing artifacts and maintaining low-density movement realism.
Findings
The method effectively models pedestrians avoiding the shortest path in favor of quicker routes.
It reduces artifacts compared to naive flood fill metrics.
The approach is computationally efficient and preserves low-density movement realism.
Abstract
When a large group of pedestrians moves around a corner, most pedestrians do not follow the shortest path, which is to stay as close as possible to the inner wall, but try to minimize the travel time. For this they accept to move on a longer path with some distance to the corner, to avoid large densities and by this succeed in maintaining a comparatively high speed. In many models of pedestrian dynamics the basic rule of motion is often either "move as far as possible toward the destination" or - reformulated - "of all coordinates accessible in this time step move to the one with the smallest distance to the destination". Atop of this rule modifications are placed to make the motion more realistic. These modifications usually focus on local behavior and neglect long-ranged effects. Compared to real pedestrians this leads to agents in a simulation valuing the shortest path a lot better…
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
