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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Main Authors: Mitko Aleksandrov, David J. Heslop, Sisi Zlatanova
Format: Article
Language:English
Published: MDPI AG 2021-09-01
Series:Buildings
Subjects:
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.
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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