Grasshopper

algorithmic modeling for Rhino

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PedSim

PedSim is a Grasshopper plug-in that runs simplified pedestrian simulation in Rhino modeling space in real time. It can be integrated in your Rhino workflow for master plan, public space, commercial and other architectural projects, accelerating design iteration and creating new opportunities for design automation.

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Website: http://www.food4rhino.com/app/pedsim
Members: 16
Latest Activity: Jul 5

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Tell me your questions

Hi, everyone,Thank you for downloading PedSim! As of Nov. 9, 2017, there are over 350 downloads now. I wonder if this tool met your need or satisfied your curiosity. Please let me know if you have…Continue

Started by Peng Wang Nov 9, 2017.

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Comment by Peng Wang on July 5, 2018 at 6:30pm

Hi, Mohamed, 

I think a good way to learn PedSim is by studying the example scenes and create your own scene in Rhino and GH. If you have any questions please feel free to ask here.

Comment by Mohamed Slimani on July 5, 2018 at 5:43pm

Hi Wang is there any tutorial about the using of PedSim please? 

Comment by Peng Wang on March 22, 2018 at 12:16pm

Hi, chrisk,

Thank you for the feedback. Unfortunately I don't think the current version can extract FanVision geometry or collect objects in people's field of view. I'll think about it.

Comment by chrisk on March 21, 2018 at 7:35am

Great plugin, thanks for sharing

I want to use the Persons' FanVision to define what objects are within a persons view. For this it is useful to have an option to extract the FanVision geometry as an option in DeconstructPerson. Any thoughts if this is possible, or how to use a work-around for this 0.07 version

Comment by William Harbidge on January 2, 2018 at 7:35am

Thanks Peng. Oddly, restarting alone resolved points 1 and 2...

Great work-around idea for prioritising - It does the trick for returning to the more linear style of v0.06 when needed

Comment by Peng Wang on January 2, 2018 at 7:01am

Hi, William,

Thank you for the feedback! I'm glad you find it useful.

1. Please right-click on the DrawPerson component and turn on FOV.

2. I'm not sure what is wrong. You can email the files to me and see if I have the same issue.

3. You can use FanVision and control the distance that a person can see. This can allow a person to prioritize targets that are near.

Peng

Comment by William Harbidge on January 2, 2018 at 6:15am

Hi Peng,

Good update! The parameters are definitely easier to compile than previous and the movement/interest-attraction are much more natural. Thanks!

Below are a few issues I’ve run into with my own layout. The whole file was rebuilt using the new components (as the legacy ones created errors).

  1. Visualisation of Pedestrian FOV no longer shows up (using FanShapedVision). Worked in 0.06.
  2. Gate Names and Ped Numbers do not show on my builds, though are visible on your examples. Worked in 0.06. Any ideas?
  3. The introduction of the new queue priority and lack of deliberate interest-prioritisation means a multiple-stop path can no longer be faked. Any v0.07 tips on forcing Peds from one point to another in order?

Many thanks,
William

Comment by Peng Wang on December 30, 2017 at 7:40pm

Hi, 

PedSim V 0,07 is released. Person's movement is more realistic now and it solves some of the problems discussed here. Please check it out!

Peng

Comment by William Harbidge on December 13, 2017 at 3:57am

Thank you for the quick reply.

Your Probability description helped.
I realised the Probability ratio wasn't running because I had separate PedSimSystem for different Pedestrian profiles (this meant the Probability was running against itself).

An Interest Chain (or workaround) would be helpful to establish more complex profiles.

Many thanks,
William

Comment by Peng Wang on December 12, 2017 at 8:05pm

Hi, William,

PedSim doesn't have an interest chain yet. It make sense to have a similar function. Let me think about it.

For the second question, I think you mean the Probability parameter in PersonTemplate. It works best if you set the GenerationTime (GT) in Gate to 1 (this means the gate generates a person every 1 frame).  After that you can have two PersonTemplates with different Probability values. The one with larger probability will generate people more quickly. 

If the GenerationTime = n (n>1), the Gate will need to wait n frames and generate next person. If the engine asks the Gate to generate a person based on Probability but it is not ready, the Gate simply ignores the engine (and messes up the probability).

I hope this answers it. Let me know if you meant something else.

 

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