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基于Delta3D的人群模拟
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摘要
公共场所中,由于人员密度大、安全出口设计的缺陷、人员的不确定性等都会增加安全隐患。一旦有火灾、毒气散发、炸弹爆炸、和恐怖威胁等突发事件发生,都会导致人群产生恐慌情绪,使得人群的安全疏散发生危险,进而造成群死群伤的事故。为解决上诉问题,一般都是根据实际演练的效果来制定紧急预案。传统意义上的疏散演练是利用会议布置、宣传画介绍、个别人员参与、集体现场观看等手段进行,但因时间和经济上的限制不可能多次重复进行,其演练结果必然不尽人意。随着近年来计算机科学在游戏动画、虚拟训练、影视特效、安全辅助设计等领域的不断发展,对人群的运动过程通过计算机仿真的方式进行模拟成为一个值得研究的课题。
     本文以智能体(Agent)方法为基础,并结合Delta3D三维游戏引擎来搭建人群模拟平台。在研究过程中针对人群模拟平台当中的疏散路径问题以及疏散过程当中个体之间的碰撞问题,本文采用了导航图技术,并将agent技术用于个体的行为建模。并且考虑到在导航图当中仅采用Astar算法得到不合理的Z字形路径,结合人群疏散行为特点,提出一种优化算法对疏散路径进行优化以得到更为平滑自然的路径。同时为表现人群运动过程当中个体之间的相互碰撞问题,结合碰撞规避规则进行穿透矫正。最后采用开源三维游戏引擎Delta3D在VC++9.0环境下进行仿真并搭建了一套较为完整的三维人群运动模拟平台。最后分别在三种不同出口条件下的虚拟场景中对该平台进行测试。结果表明该平台能直观的展现人群疏散的运动过程,并能够对建筑物安全设计的合理性提供有效的数据依据。
In public places, due to the density of crowd is big, the design flaws of security exits, and the uncertainty of the crowd, are all going to increase the risks. Once there is a fire、gas distribution、occurrence of bomb explosions, and terrorist threats and other emergencies will cause the crowd to panic, endanger the evacuation of crowds, thus cause accidents. To solve these problems, we use to make emergency plans acorcding to practical reherasls. The traditional evacuation drills are excuted by the way of meeting arrangements, propagations of paintings, participation of indivisuals. live shows. Because of the constraints of time and finance, these cannot be proceded repeatedly, the effects of drills will not be satisfied. With the development of computer technologies in the game animation virtual training、filmand television effects,safety-aided design, to research crowd simulation through the computer simulaions is becoming a popular topic.
     This paper uses the Agent method to model crowd simulation with Delta3D three-dimensional game engine. In process of researching, to solve the problems of evacuation paths and collisions among individuals, we adopted the method of navigation graph and applied agent method to individual's behavior. Considering the unreasonable Zigzag paths, we combined a new algorithm with crowd's Behavior characteristics to get a reasonable paths. At the same time, in order to exhibit the collisions during the movement of crowd, we used a penetration avoidance rules to correct them. At last, we built a platform with Delat3D under the VC++9.0IDE. And test the platform with three different virtual scenes. The result shows that this platform can directly exhibit the process of crowd's movement, and also can provide effective data for the design of public buildings.
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