A Crowd Simulation Framework in Special Natural Environments
Abstract
1. Introduction
2. Related Works
3. Methods
- •
- : The object’s velocity;
- •
- : The force acting on the object;
- •
- : The object’s position.
- •
- Solid type: Densely packed entities exhibiting strong inter-molecular forces.
- •
- Liquid type: Entities with weaker inter-molecular forces, allowing for greater flexibility in motion.
3.1. Forces Computation
- •
- represents external forces, typically gravity, expressed as .
- •
- accounts for pressure-induced forces, defined as . This force moves particles from high-pressure to low-pressure regions and is equal to the gradient of the pressure field.
- •
- models viscous forces, expressed as , which arises due to velocity differences among particles and depends on the viscosity coefficient.
3.2. Global Path Planning
| Algorithm 1. The Variable-rotation Path Finding Method | |
| For a given convex polygon, there are: The starting point is: Start, and the end point is: End. FindNextTracePoint(TracePoints,Edges,End) Input:TracePoints,Edges,End Output:Path Select First P ⊂ TracePoints Make Line L_Start_To_End Find Nearest edgei If(L_Start_To_End intersect with edgei) { Calculate the intersection: cross_point_i; | For each point in {leftPointi, cross_point_i, rightPointi} End } Else { For each point in {leftPointi, rightPointi} End } If TracePoints !=Null Return Step:FindNextTracePoint Else Return Final Path End |
3.3. Local Routing Strategy
| Algorithm 2. Strategy Six ndomain Vs m (The Neighborhood Extremum Method). | |
| For a given convex polygon, there are: The starting point is: Start, and the end point is: End. FindNextTracePoint(TracePoints,Edges,End) Input:TracePoints,Edges,End Output:Path Select First P ⊂ TracePoints Make Line L_Start_To_End Find Nearest edgei If(L_Start_To_End intersect with edgei) { Calculate the intersection: cross_point_i; | For each point in {leftPointi, cross_point_i, rightPointi} End } Else { For each point in {leftPointi, rightPointi} End } If TracePoints !=Null Return Step:FindNextTracePoint Else Return Final Path End |
3.4. Related Algorithms
4. Implementation Details
5. Results
5.1. Outdoor Earthquake Evacuation
5.2. Indoor Earthquake Evacuation
5.3. Fish Crowd Activity
5.4. Underwater Fishing
5.5. Mine Field Landslide
6. Discussion
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Feature Model Name | Reynolds’ Boids Strategies | Reynolds’ Steering Behavior Strategies | The Equivalent Strategies of This Paper |
|---|---|---|---|
| Drive mode | Agent-based | Agent-based | Hybrid SPH and Agent |
| Key distinction | It focuses on the self-organizing (emergent) behaviors of the cluster. | Focus on individual navigation. | It aims to solve the self-organizing (emergent) behaviors of mixed clusters and the multi-level spatial navigation of individual. |
| Advantage | Easy to implement and the cluster behavior is realistic. | Supports 2D/3D models with plug-in behavior modules. | Individual strategies and group strategies are integrated. |
| Limitation | Cannot handle complex obstacles. | Single drive mode. | High computational overhead. |
| Application scenarios | Suitable for single cluster, such as bird or fish animations. | Suitable for simulating realistic movements of autonomous characters in game AI. | Suitable for mixed clusters and various natural environments (e.g., landslide, undersea, urban blocks, tunnels, multi-floor indoor spaces). |
| Data Operation | Points | Polygons | Vertices |
|---|---|---|---|
| Original data | 4,671,744 | 7,805,565 | 23,416,695 |
| Cropped data | 1,577,905 | 2,967,147 | 9,287,655 |
| After reduction | 142,857 | 296,307 | 980,027 |
| Scene | Type and Condition | Size (Num) | Scene Scale and Realism | Time Costs (Seconds/Frame) |
|---|---|---|---|---|
| Crowd-1 | Crowd, virtual Scene | 8–148 | simple, low | [0.001, 0.005] |
| Crowd-2 | Crowd, virtual Scene | 100 | simple, low | [0.015, 0.029] |
| Traffic-1 | Crowd/traffic, virtual Scene | 30/35 | medium, medium | [0.033, 0.038] |
| Traffic-2 | People/bicycle/car, virtual Scene | 25/15/40 | medium, medium | [0.029, 0.034] |
| Ours | Crowd, real-scene 3D Variable-rotation Method with Strategies One and Two | 50~500 | complex, high | [0.026, 0.035] |
| Method | Dataset | Pathfinding Algorithm | TBR | BE |
|---|---|---|---|---|
| SFM [4] | Real scene 3D data | Shortest path | [0.5%, 5%], non-linear | [7500,8500], non-linear |
| SPHM [30] | Real scene 3D data | Minimal-rotation | [0.5%, 5%], non-linear | [7500,8500], non-linear |
| CAM [35] | Real scene 3D data | Shortest path | [0.5%, 5%], non-linear | [7500,8500], non-linear |
| LBM [35] | [Images in real life, UCF] | Shortest path | [0.5%, 5%], non-linear | [7250,8200], non-linear |
| This article | Real scene 3D data | Variable-rotation | [1%, 25%], non-linear | [7500,8500], non-linear |
| Method | Agents (Number) | Obstacles (Number) | Egress Time (Second) | External Condition | Emergent Behavioral Condition |
|---|---|---|---|---|---|
| CAM [35] | 100 | [1,2] | [10,25] | 2D space, static environment, Shortest path | The evacuation time and density are negatively correlated (non-linear), and the steep slope inflection points exist at both ends of the evacuation relation curve. |
| CAM [35] | 500 | [1,2] | [25,30] | ||
| ACPM [25] | 100 | [1,2] | [10,25] | The evacuation time is negatively correlated (non-linear) with the number of static obstacles. | |
| ACPM [25] | 500 | [1,2] | [25,30] | ||
| APFM [31] | 100 | 500 | [20,40] | The evacuation time is positively correlated with the number and width of exits (non-linear), and the steep slope inflection points exist at both ends of the evacuation relation curve. | |
| APFM [31] | 500 | 500 | [80,120] | ||
| This article | 100 | 100 | [30,40] | 3D space, dynamic environment. Variable-rotation, Spatial-extrusion, Strategy One to Two | There is a strong correlation between evacuation time and external emergencies. The variable-rotation method can effectively adapt to changes in the external environment. |
| This article | 500 | 500 | [110,200] |
| Method | Number of Particles | Time Costs (Seconds/Frame) |
|---|---|---|
| BIM [34] | 100 | 0.032 |
| BIM [34] | 500 | 0.038 |
| This article: strategy three | 100 | 0.025 |
| This article: strategy three | 500 | 0.028 |
| This article: strategy four | 100 | 0.029 |
| This article: strategy four | 500 | 0.032 |
| Result Model Name | Reynolds’ Boids Strategies | Reynolds’ Steering Behaviors Strategies | The Equivalent Strategies of This Paper |
|---|---|---|---|
| Simulated emergent behaviors of clusters | Separation | Inherit Boids model | Strategy One, Two |
| Alignment | Strategy Three | ||
| Cohesion | Strategy Five | ||
| / | Seek | Strategy Four | |
| Flee | Strategy Four | ||
| Arrive | Strategy Three | ||
| Wander | Strategy Three | ||
| Pursuit/Evade | Strategy Four, Five | ||
| Obstacle Avoidance | Strategy One, Two, Five | ||
| Does this mode support our Strategy Six? | No | No | Yes |
| Time cost (100 particles) | 0.029 | 0.038 | 0.028 |
| Time cost (500 particles) | 0.033 | 0.042 | 0.032 |
| Method | Particle Size | Scene Scale | Scene Realism | BE | TBR | Time Cost |
|---|---|---|---|---|---|---|
| MAS [15], Multi-agent and Shortest path | 100 | 50,000 level | low | [0.5%, 5%], non-linear | [7500,8500], non-linear | 0.033 |
| 500 | 100,000 level | middle | [0.5%, 5%], non-linear | [7500,9000], non-linear | 0.058 | |
| 500 | 150,000 level | high | [0.5%, 5%], non-linear | [000,10,7500], non-linear | 0.092 | |
| This article, Multi-type particles fusion and Strategy six. | 100 | 50,000 level | low | [1%, 25%], non-linear | [7500,8500], non-linear | 0.021 |
| 500 | 100,000 level | middle | [1%, 30%], non-linear | [7500,9000], non-linear | 0.043 | |
| 500 | 150,000 level | high | [1%, 30%], non-linear | [000,10,7500], non-linear | 0.087 | |
| Unit (particle size: number, scene scale: number of vertices, time cost: seconds/frame) | ||||||
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Zou, X.; Ye, Y.; Feng, T.; Zhu, Z. A Crowd Simulation Framework in Special Natural Environments. Information 2026, 17, 49. https://doi.org/10.3390/info17010049
Zou X, Ye Y, Feng T, Zhu Z. A Crowd Simulation Framework in Special Natural Environments. Information. 2026; 17(1):49. https://doi.org/10.3390/info17010049
Chicago/Turabian StyleZou, Xunjin, Yunqing Ye, Tianxia Feng, and Zhenming Zhu. 2026. "A Crowd Simulation Framework in Special Natural Environments" Information 17, no. 1: 49. https://doi.org/10.3390/info17010049
APA StyleZou, X., Ye, Y., Feng, T., & Zhu, Z. (2026). A Crowd Simulation Framework in Special Natural Environments. Information, 17(1), 49. https://doi.org/10.3390/info17010049

