This paper describes a model for simulating crowds of humans in real time.
We deal with a hierarchy composed of virtual crowds, groups, and individual
s. The groups are the most complex structure that can be controlled in diff
erent degrees of autonomy. This autonomy refers to the extent to which the
virtual agents are independent of user intervention and also the amount of
information needed to simulate crowds. Thus, depending on the complexity of
the simulation, simple behaviors can be sufficient to simulate crowds. Oth
erwise, more complicated behavioral rules can be necessary and, in this cas
e, it can be included in the simulation data in order to improve the realis
m of the animation. We present three different ways for controlling crowd b
ehaviors: 1) by using innate and scripted behaviors, 2) by defining behavio
ral rules, using events and reactions, and 3) by providing an external cont
rol to guide crowd behaviors in real time. The two main contributions of ou
r approach are: the possibility of increasing the complexity of group/agent
behaviors according to the problem to be simulated and the hierarchical st
ructure based on groups to compose a crowd.