About
24
Publications
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446
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Introduction
Additional affiliations
November 2015 - present
ONHYS
Position
- CEO
September 2012 - present

Maia Institute
Position
- Head of Department
February 2010 - August 2012

Maia Institute
Position
- Project Manager
Publications
Publications (24)
Multi-Agent Geo-Simulation (MAGS) is a modeling and simulation paradigm which aims to study various phenomena in a variety of domains involving a large number of heterogeneous actors (implemented as software agents) evolving in, and interacting with, a Virtual representation of the Geographic Environment (VGE). A critical step towards the developme...
We present a novel culling algorithm that uses deforming non-penetration filters to improve the performance of continuous collision detection (CCD) algorithms. The underlying idea is to use a simple and effective filter that reduces both the number of ...
Simulating human activity is a research field with multiple applications, especially regarding the validation of public buildings.
Early work in this area focused on security considerations, especially for evacuation scenarios. However, recent needs have
emerged to validate a public building considering its normal operation in order to provide the...
The new wave of computer-driven entertainment technology throws
audiences and game players into massive virtual worlds where entire
cities are rendered in real time. Computer animated characters run
through inner-city streets teeming with pedestrians, all fully rendered
with 3D graphics, animations, particle effects and linked to 3D sound
effects t...
Simulating a natural-looking virtual populace requires modeling different behavioral levels to mimic how people choose and organize their activities. A multilayer behavior model for crowd simulation can help developers endow each entity with high-level objectives built on top of a reactive and cognitive decision system.
Virtual Geographic Environment (VGE) technique derives from Geographic Information Systems (GIS) and Virtual Reality (VR). A VGE represents three dimensional geographic data, to target visualisation as well as simulation applications. It is generally built upon a grid-based representation which raises the well-known problems of localised data accur...
The main objective of the Bunraku project-team is to develop cross fertilization of researches in the fields of virtual reality and virtual human. Our challenge is to allow real and virtual humans to naturally interact in a shared virtual environment. This objective is very ambitious as it requires developing and federating several research fields....
This paper addresses the problem of virtual pedestrian autonomous navigation for crowd simulation. It describes a method for solving interactions between pedestrians and avoiding inter-collisions. Our approach is agent-based and predictive: each agent perceives surrounding agents and extrapolates their trajectory in order to react to po- tential co...
Simulating the movements of people in public environments is a complex problem, based on various domains such as sociology, psychology, biomechanics, or architecture. This topic still gains in complexity for exchange areas such as train stations, which impose logics of circulation closely related to individual behavioural procedures. We propose in...
Résumé Cet article présente une architecture complète pour effectuer des simulations de foule d'une manière micro-scopique, c'est à dire en simulant chaque entité de manière autonome. Nous abordons ainsi l'ensemble des étapes nécessaires à un tel processus. Premièrement, nous proposons une représentation de l'environnement efficace en termes de cal...
The management of equipments in large public areas, such as a railway station, requires a dedicated expertise in crowd phenomenon. In a joint work with AREP, we are interested in the calculation of the levels of service [Fru71] of such public environments. Since we are particularly interested by the individual activity of passengers, we must manage...
This paper treats two linked subjects underlying behavioural simulation. First, the way to describe a virtual environment through an informed hierarchical abstract graph. This graph stores some pre-computations such as potential visibility sets, oriented grids, or densities of people, which can be used individually by simulated entities. Second, th...
We treat in this paper two linked subjects underlying virtual environment description: topological ab-straction, and the way its precomputed data can be accessed by autonomous agents. The topological ab-straction we propose is composed of three hierarchical layers, the first being the subdivision cells graph, and the two others being successive gro...