The goal of this project is to develop Massive-like software. MASSIVE agents act according to their environment as opposed to an internal model. Design principles (as of 2004) were based on idea that interesting effects can be achieved with carefully designed rules rather than complex A.I. algorithms.
A collection of course notes from SIGGRAPH 2004, including some from MASSIVE's chief developer
Crowd and Group Animation
This paper covers some basics on crowd animation, with focus on work in pathing and visualization issues
Real-Time Navigating Crowds: Scalable Simulation and Rendering
There are a few open source projects that may be of interest:
Crowd Simulation Framework
crowd movement simulation
AICrowd
SiRC IA
MASSIVE may be the only crowd simulation software that can handle individual interaction in real-time scenes of over ~50,000 agents. Most academic work is biased towards advances in behavior modeling, A.I., pathing, or rendering involved.
A demo system and future research, in particular the agent framework and (time and ideas permitting) a particular instance of agents, models, and animations in an interesting domain for a proposal.
The major challenge in this project is the design of the system so that it is powerful, flexible, and easy to use. For a good looking animation, a lot of artistic content is needed. The application domain is still needed, and this determines some of the possible agent subtypes and agent interactions.
One person could make progress this quarter, but it can be split so that 2-4 people could work on it at once.