| With the development of 3D animation technology and enhancement of hardware operational capability, large-scale groups of simulation technology has been developed rapidly. By using virtual reality technology, artificial intelligence as well as computer graphics, Large-scale groups of animation is aimed at simulating behaviors and movements of multi-agents. Large-scale groups of simulation technology is widely used in a lot of fields and has a strong research value and practical value. Three-dimensional computer animation is applied to approximate what happens in real word such as military training and deployment , a scene of a fire , traffic crossing etc. It also used in the research area of group behaviors. With the development group animation technology and fast rendering technology in complex 3D scenes, simulation of virtual communities has been brought a great opportunity. A large-scale virtual community, simulation technology has wide application prospects, and has thus become a research focus of the field of computer graphics and its related area.There isn't many research on the field of three-dimensional graphic simulation of large-scale agents and the models are still far from completion. There are a lot of work for us to do. Vicrowd model simulation technology has overcome the technical limitations of the traditional population-oriented simulation. As a generic simulation model for group, ViCrowd plays an important role in crowd simulation.The model abstracts and classifies the real behavior of crowd and defines the different attributes of the crowd ,the crowd behavior and control levels of hierarchy. At the same time, ViCrowd is a generic simulation model that doesn't restricted by scenes, plots, patterns of crowd behaviors. By using this model, we can better illustrate groups of individuals in psychology, emotion and other properties.In this thesis, we focus on some models of virtual group animation and compare models such as Vicrowd model, particle system based crowd simulation model, Brogan and Hodgins model, scenario plot setting and regulation description based model. Furthermoe, Vicrowdmodel is supplemented and improved.The key technologies of virtual crowd simulation has been researched in this thesis which including virtual human motion control technology, virtual crowd visualization technology. We also analyze the related factors impacted on crowd behaviors. The relevant factor that has an effect on human behaviors including individual psychology motion, the laws of moving, moving velocity, space requirements etc.In this thesis , path planning and collision avoidance algorithm also have been studied. The main idea of the algorithm is to abstract individual's behavior into some consecutive actions such as diction-perception-decision-action. We firstly make a model for the whole virtual environment, mainly using space dividing method and then we divide the whole virtual environment into three topological layer and finally abstract it into IP list. In this theses, we have compared some different traditional path planning algorithms and proposed a Vicrowd based method for path planning and collision avoidance.After the completion of the whole algorithm for model creation, we introduce the design and implementation of a 3D based graphics engine in our laboratory. we implement our group behavior simulation based on the 3D engine we put forward and finally achieve satisfactory results. |