Crowd Simulation.
Advanced simulation methods to model crowd dynamics in large events. Real-world layouts, validated against experimental data, for safer planning and better decisions.
What it does.
Models how people move through spaces — stadiums, transit hubs, evacuation scenarios — accounting for geometry, density, and behavior.
Agent-based modelling
Each person is an autonomous agent with perception, decision-making, and movement rules. Collective behavior emerges from individual interactions.
Real-world geometry
Import CAD layouts of venues, streets, or buildings. The simulation respects walls, stairs, doors, and chokepoints as they exist in reality.
Experimental validation
Movement parameters are calibrated against published pedestrian dynamics data: flow rates, speeds, lane formation, and evacuation times.
How it works.
From geometry import to validated scenario, the pipeline produces crowd behavior that matches reality.
Layout and scenarios
Import the venue geometry. Define entry and exit points, crowd size, arrival patterns, and any event-specific constraints.
Agent calibration
Tune agent behavior to match the target population: age distribution, mobility, group size, and familiarity with the venue.
Simulation and analysis
Run the scenario. Density maps, flow rates, and bottlenecks are extracted automatically from the agent trajectories.
Design optimization
Compare layout variants, entry strategies, or signage placements. Quantify the impact on evacuation time and peak density.
Where it applies
- Stadium and arena evacuation planning
- Transit hub pedestrian flow optimization
- Festival and concert crowd management
- Emergency building evacuation analysis
- Urban planning and public space design
Limits of this model
- Panic and crowd-turbulence effects require specialized sub-models not included in this preview
- Outdoor wind and weather effects on pedestrian movement not modelled
- Cultural and demographic behavioral differences require local calibration
- Agent count limited by computational budget for real-time interactive use

