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We study how we can automatically create a data structure that represents the walkable surfaces in such an environment, and how it can be updated dynamically and efficiently when it changes. We refer to this structure as a navigation mesh. This mesh enables efficient crowd simulation, which is our next topic of research. We study and develop a crowd simulation framework and its components, which ranges from global (AI) planning to local animation. We create models for realistic crowd behaviors, which includes studying how (groups of) people move and avoid collisions in such environments, based on agent profiles and semantics (such as terrain annotations).

List of publications

On Streams and Incentives: A Synthesis of Individual and Collective Crowd Motion.

Crowd simulation

  • Nizar Ntarouis and Roland Geraerts. Generative Agents in Crowd Simulation: A Cognitive Approach with Large Language Models. (Appears in) Pedestrian and Evacuation Dynamics, 2025.

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    Crowd simulation and LLMs
  • Floor Bontje, Leendert van Maanen, Bas Spierings, Roland Geraerts, Taoufik Bakri and Chris Janssen. Cyclists’ Braking Behavior in Response to Crossing Pedestrians. (Appears in) Pedestrian and Evacuation Dynamics, 2025.

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    Cyclists' behaviours
  • Juliane Adrian, Martyn Amos, Ćecile Appert-Rolland, Mitra Baratchi, Nikolai Bode, Maik Boltes, Thomas Chatagnon, Mohcine Chraibi, Alessandro Corbetta, Arturo Cuesta, Guillaume Dezecache, JohnDrury, Ĩnaki Echeverría-Huarte, Sina Feldmann, Claudio Feliciani, Lazaros Filippidis, Zhi-Jian Fu, Paul Geoerg, Roland Geraerts, Rhea Haddad, Milad Haghani, Gesine Hofinger, Nick Hopkins, PavelHrabák, Aoife Hunt, Xiaolu Jia, Max Kinateder, Angelika Kneidl, Krisztina Konya, Gerta Köster, Laura Künzer, Mira Küpper, Peter Lawrence, Ruggiero Lovreglio, Jian Ma, Fergus Neville, Alexandre Nicolas, Katsuhiro Nishinari, Evangelos Ntontis, Anne-Hélène Olivier, Daniel Parisi, Julien Pettré, Tom Postmes, Kalaga Ramachandra Rao, Enrico Ronchi, Andreas Schadschneider, Jette Schumann, Sebastián Seriani, Armin Seyfried, Anna Sieben, Michael Spearpoint, Gavin Brent Sullivan, Anne Templeton, PeterThompson, Akiyasu Tomoeda, Antoine Tordeux, Claudia Totzeck, Ezel ̈Usten, Natalie van der Wal, Ashish Verma, Nanda Wijermans, Zeynep Yücel, Francesco Zanlungo, Jun Zhang, Iker Zuriguel. A Glossary for Research on Human Crowd Dynamics - 2nd Edition. Collective Dynamics, 10, pp. 1–32, 2025.

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    Glossary pedestrian dynamics
  • Asim Siddiqui, Peter Thompson, Peter Lawrence, Angelika Kneidl, Rainer Könnecke, Roland Geraerts and Simon Brunner. The birth of a new BIM Standard: from PED 2018 to 2023, new parameters and workflows 'Going Live' for everyone Collective Dynamics, Volume 9, pp1-7, 2024.

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    BIM plus pedestrian dynamics
  • Nick Giannias, Evan Harris, Stijn Herfst, Aidan Hobson-Sayers, Alistair Thorpe and Roland Geraerts. Large Scale Pattern of Life Simulation for Real-Time Applications. In Interservice/Industry Training, Simulation, and Education Conference. I/ITSEC 2022, 28 November - 2 December, 2022.

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    Crowd simulation of 1 million NPCs in a digital twin of London
  • Yiran Zhao and Roland Geraerts. Automatic Parameter Tuning via Reinforcement Learning for Crowd Simulation with Social Distancing. In International Conference on Methods and Models in Automation and Robotics. MMAR 2022, 22-25 August, 2022.

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    Reinforcement learning with crowd simulation
  • Intesaaf Ashraf, Martin J. Lankheet, Spitzen Jeroen, Florian T Muijres, Jos CH Zeegers and Roland Geraerts. Mosquito flight in turbulent airflow. In Bulletin of the American Physical Society - 75th Annual Meeting of the Division of Fluid Dynamics (poster). In DFD22, November 20–22, 2022.

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    Experimental wind tunnel setup
  • Noud Savenije, Roland Geraerts and Wolfgang Hürst. CrowdAR Table - An AR Table for Interactive Crowd Simulation. In IEEE AIVR 2020, December 14-18, 2020 (virtual/online).

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    Calibration of our AR crowd simulation table
  • Wolfgang Hürst, and Roland Geraerts and Yiran Zhao. CrowdAR Table - An AR Table for Interactive Crowd Simulation. In IEEE AIVR 2019, December 9-11, 2019 (San Diego, California, USA).

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    Calibration of our AR crowd simulation table
  • Juliane Adrian, Martyn Amos, Mitra Baratchi, Mira Beermann, Nikolai Bode, Maik Boltes, Alessandro Corbetta, Guillaume Dezecache, John Drury, Zhijian Fu, Roland Geraerts, Steve Gwynne, Gesine Hofinger, Aoife Hunt, Tinus Kanters, Angelika Kneidl, Krisztina Konya, Gerta Köster, Mira Küpper, Georgios Michalareas, Fergus Neville, Evangelos Ntontis, Stephen Reicher, Enrico Ronchi, Andreas Schadschneider, Armin Seyfried, Alastair Shipman, Anna Sieben, Michael Spearpoint, Gavin Brent Sullivan, Anne Templeton, Federico Toschi, Natalie van der Wal, Frank van Schadewijk, Cornelia von Krüuchten, Nanda Wijermans, Zeynep Yücel, Francesco Zanlungo, Iker Zuriguel. A Glossary for Research on Human Crowd Dynamics. In Collective Dynamics, 4, A19:1-13, 2019.

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  • Wouter van Toll, Roy Triesscheijn, Marcelo Kallmann, Ramon Oliva, Nuria Pelechano, Julien Pettré and Roland Geraerts. A Comparative Study of Navigation Meshes. In 9th International ACM SIGGRAPH Conference on Motion in Games, pp. 91-100, 2016 (San Francisco, USA).

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  • Norman S. Jaklin. On Weighted Regions and Social Crowds: Autonomous-agent Navigation in Virtual Worlds. Ph.D. Thesis. Utrecht University. 18 April 2016.

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  • Norman S. Jaklin and Roland Geraerts. Navigating Through Virtual Worlds: From Single Characters to Large Crowds. Handbook of Research on Gaming Trends in P-12 Education, IGI Global, pp. 536-565, 2015.

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  • Rudi Bonfiglioli, Wouter G. van Toll and Roland Geraerts. GPGPU-Accelerated Construction of High-Resolution Generalized Voronoi Diagrams and Navigation Meshes. In ACM SigGraph Conference on Motion in Games (MIG 2014), pp. 25-30, 2014.

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  • Jordi Janer, Roland Geraerts, Wouter G. van Toll and Jordi Bonada. Talking soundscapes: Automatizing voice transformations for crowd simulation. In Proceedings AES 49th Conference Audio for Games (AES49), London, 2013.

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  • Ioannis Karamouzas, Roland Geraerts and A. Frank van der Stappen. Space-time Group Motion Planning. In Workshop on the Algorithmic Foundations of Robotics (WAFR2012), Algorithmic Foundations of Robotics X, Springer Tracts on Advanced Robotics Vol 86, pp. 227-243, 2013.

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  • Marjan van den Akker, Roland Geraerts, Han Hoogeveen and Corien Prins Path Planning in Games. In 10th Workshop on Models and Algorithms for Planning and Scheduling Problems (MAPSP'11), 2011.

    Abstract

The Corridor Map Method / Indicative Route Method

Current applications require a path planner that is fast (to ensure real-time interaction with the environment) and flexible (to avoid local hazards). In addition, paths need to be natural, i.e. smooth and short. Our framework, the Corridor Map Method, meets these requirements.

A smooth, short path with clearance inside an Explicit Corridor.

National ASCI/ICT.OPEN conferences