Animation 1 (1:13) (9MB,Mpeg4): Pedestrian Activity in the Train Station
local access: 640x480, avi, 170MB ]
- This animation demonstrates various activities
in the train station main waiting room, including pedestrians entering
the station, navigating through portals, queuing at the ticket booths
to purchase tickets and at vending machines when hungry/thirsty,
sitting on chairs or benches when tired, and proceeding to
other parts of the station.
Animation 2 (2:30) (19MB,Mpeg4): Pedestrian Activity in the Train Station
local access: 640x480, avi, 347MB ]
- This animation demonstrates pedestrian activities concurrently
taking place in the train station's 2-level concourse and
train platform level, including pedestrians meeting to "talk", queuing at the vending machines when hungry/thirsty,
sitting on chairs or benches when tired, gathering to watch
dance artist performances for amusement, and proceeding to the
train platforms. The stairways leading to the train platforms are narrow, allowing only two people to walk side by
side. A pedestrian steers to the right when in a narrow
passageway such as the stairway that is busy with two-way traffic.
||Animation 3 (0:52) (5MB,Mpeg4): Crowds Interacting in the
- Two crowds heading in opposite directions down the
arcade encounter each other. The pedestrians execute
reactive behaviors in order to avoid bumping into one another.
By steering, they avoid oncoming pedestrians and tend
to follow other pedestrians going in the same direction. If a
pedestrian detects another one directly in front, s/he will
stop, wait, turn and continue. Even with such purely reactive
behaviors, the virtual humans show interesting emergent group
patterns. Though they are not explicitly programmed to do so,
they spontaneously form interleaved lanes of pedestrians
moving in opposing directions, as this tends to improve
- The video starts with an overhead wireframe visualization of the action for clarity and ends with a
fully rendered sequence.
||Animation 4 (0:53) (5MB,Mpeg4): Crowds Interacting in the
Arcade (2) |
- The scenario in this
simulation is the same as in the first example, but this time
the pedestrians perceive the arcade as a corridor that can
conveniently accommodate only two major opposing traffic
flows. Once oncoming people are observed, a pedestrian will
prefer to head to the right. As a result, the crowds squeeze
past each other to their respective right. As soon as the
oncoming crowd is cleared, the pedestrians tend to spread out
again if necessary in order to maximize their view and pace.
video starts with an
overhead view wireframe rendering mode for clarity, then switches to a fully rendered sequence.
||Animation 5 (0:37) (4MB,Mpeg4): Queuing at Ticket Booths |
- This animation shows several pedestrians joining a ticket queue and waiting for an open booth in order to purchase a ticket.