During the past decades, high‐fidelity realistic simulations of various flying insects exhibiting collective behavior have been broadly used in entertainment industries and virtual reality applications. However, due to the intrinsic complexity and high computational cost, shape constrained simulation of collective behaviors remains a challenging topic. In this paper, we present a robust multi‐agent model for large‐scale controllable shape constrained simulation of flying insects. Specifically, we design an internal force model to biologically mimic an individual insect. We also propose an external force model based on a trade‐off mechanic to guide the insects smoothly deforming into a target shape. Our experimental results and comparative studies show our method is able to simulate realistic and dynamic flying insects with various user‐specified shape constraints.
Virtual reality (VR) is a computer-simulated environment that can simulate physical presence in places in the real world or imagined worlds. It is new comprehensive information technology which enables users to "access" to the computer-simulated environment through the use of standard input devices and realize the direct interaction between users and the simulated environment. With a case study by using the theory of visual reality technology, this thesis analysises the application types and application methods of visual reality technology as well as the existing problems and solutions during the application process of visual reality technology.
Fluid-like motion and linear wave propagation behavior will emerge when we impose boundary constraints and polarized conditions on crowds. To this end, we present a Lagrangian hydrodynamics method to simulate the fluid-like motion of crowd and a triggering approach to generate the linear stop-and-go wave behavior. Specifically, we impose a self-propulsion force on the leading agents of the crowd to push the crowd to move forward and introduce a Smoothed Particle Hydrodynamics-based model to simulate the dynamics of dense crowds. Besides, we present a motion signal propagation approach to trigger the rest of the crowd so that they respond to the immediate leaders linearly, which can lead to the linear stop-and-go wave effect of the fluid-like motion for the crowd. Our experiments demonstrate that our model can simulate large-scale dense crowds with linear wave propagation.
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