3D Indoor Environment Abstraction for Crowd Simulations in Complex Buildings
This paper presents an approach for the automatic abstraction of built environments needed for pedestrian dynamics from any building configuration. The approach assesses the usability of navigation mesh to perform realistically pedestrian simulation considering the physical structure and pedestrian...
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Format: | Article |
Language: | English |
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MDPI AG
2021-09-01
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Series: | Buildings |
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Online Access: | https://www.mdpi.com/2075-5309/11/10/445 |
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author | Mitko Aleksandrov David J. Heslop Sisi Zlatanova |
author_facet | Mitko Aleksandrov David J. Heslop Sisi Zlatanova |
author_sort | Mitko Aleksandrov |
collection | DOAJ |
description | This paper presents an approach for the automatic abstraction of built environments needed for pedestrian dynamics from any building configuration. The approach assesses the usability of navigation mesh to perform realistically pedestrian simulation considering the physical structure and pedestrian abilities for it. Several steps are examined including the creation of a navigation mesh, space subdivision, border extraction, height map identification, stairs classification and parametrisation, as well as pedestrian simulation. A social-force model is utilised to simulate the interactions between pedestrians and an environment. To perform quickly different 2D/3D geometrical queries various spatial indexing techniques are used, allowing fast identification of navigable spaces and proximity checks related to avoidance of people and obstacles in built environments. For example, for a moderate size building having eight floors and a net area of 13,000 m<sup>2</sup>, it takes only 104 s to extract the required building information to run a simulation. This approach can be used for any building configuration extracting automatically needed features to run pedestrian simulations. In this way, architects, urban planners, fire safety engineers, transport modellers and many other users without the need to manually interact with a building model can perform immediately crowd simulations. |
first_indexed | 2024-03-10T06:41:34Z |
format | Article |
id | doaj.art-874ce86db2fc4bf9aca6205153c803a3 |
institution | Directory Open Access Journal |
issn | 2075-5309 |
language | English |
last_indexed | 2024-03-10T06:41:34Z |
publishDate | 2021-09-01 |
publisher | MDPI AG |
record_format | Article |
series | Buildings |
spelling | doaj.art-874ce86db2fc4bf9aca6205153c803a32023-11-22T17:38:29ZengMDPI AGBuildings2075-53092021-09-01111044510.3390/buildings111004453D Indoor Environment Abstraction for Crowd Simulations in Complex BuildingsMitko Aleksandrov0David J. Heslop1Sisi Zlatanova2School of Built Environment, The University of New South Wales, Sydney, NSW 2052, AustraliaSchool of Public Health and Community Medicine, The University of New South Wales, Sydney, NSW 2052, AustraliaSchool of Built Environment, The University of New South Wales, Sydney, NSW 2052, AustraliaThis paper presents an approach for the automatic abstraction of built environments needed for pedestrian dynamics from any building configuration. The approach assesses the usability of navigation mesh to perform realistically pedestrian simulation considering the physical structure and pedestrian abilities for it. Several steps are examined including the creation of a navigation mesh, space subdivision, border extraction, height map identification, stairs classification and parametrisation, as well as pedestrian simulation. A social-force model is utilised to simulate the interactions between pedestrians and an environment. To perform quickly different 2D/3D geometrical queries various spatial indexing techniques are used, allowing fast identification of navigable spaces and proximity checks related to avoidance of people and obstacles in built environments. For example, for a moderate size building having eight floors and a net area of 13,000 m<sup>2</sup>, it takes only 104 s to extract the required building information to run a simulation. This approach can be used for any building configuration extracting automatically needed features to run pedestrian simulations. In this way, architects, urban planners, fire safety engineers, transport modellers and many other users without the need to manually interact with a building model can perform immediately crowd simulations.https://www.mdpi.com/2075-5309/11/10/445built environmentspace subdivisionnavigation meshcrowd simulationBIM |
spellingShingle | Mitko Aleksandrov David J. Heslop Sisi Zlatanova 3D Indoor Environment Abstraction for Crowd Simulations in Complex Buildings Buildings built environment space subdivision navigation mesh crowd simulation BIM |
title | 3D Indoor Environment Abstraction for Crowd Simulations in Complex Buildings |
title_full | 3D Indoor Environment Abstraction for Crowd Simulations in Complex Buildings |
title_fullStr | 3D Indoor Environment Abstraction for Crowd Simulations in Complex Buildings |
title_full_unstemmed | 3D Indoor Environment Abstraction for Crowd Simulations in Complex Buildings |
title_short | 3D Indoor Environment Abstraction for Crowd Simulations in Complex Buildings |
title_sort | 3d indoor environment abstraction for crowd simulations in complex buildings |
topic | built environment space subdivision navigation mesh crowd simulation BIM |
url | https://www.mdpi.com/2075-5309/11/10/445 |
work_keys_str_mv | AT mitkoaleksandrov 3dindoorenvironmentabstractionforcrowdsimulationsincomplexbuildings AT davidjheslop 3dindoorenvironmentabstractionforcrowdsimulationsincomplexbuildings AT sisizlatanova 3dindoorenvironmentabstractionforcrowdsimulationsincomplexbuildings |