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2015
"Too Crowded" is what happens when three postgraduate computer scientists attempt to recreate white papers that they have researched individually and then smash their findings together within Autodesk Maya.
This piece was a collaboration with Snehal Poojary and Iury Painelli. Snehal applied interactive polgon reduction, based upon camera distance to the Meeple characters. The challenge was to preserve the visual geometry and overall shape, despite rendering less polygons. Iury provided procedural terrain generation from a series of curves, including the ability to define "no-go zones" that the Meeples were not allowed to pass through.
My contribution was to generate a python algorithm for local collision avoidance within the Meeple crowd simulation. The logic gave each 'agent' a basic awareness of their surrounding anticipated collisions and calculated escape vectors with weighting dependant upon the time to perceived impact. Additionally, the group had a general pull vector that was drawing them through the environment over time. The first iterations were prototyped in the Processing application with simple 2D primitives, before being applied en-masse to the animated Meeples in Autodesk Maya.

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