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TOG
2008
111views more  TOG 2008»
13 years 11 months ago
Clone attack! Perception of crowd variety
When simulating large crowds, it is inevitable that the models and motions of many virtual characters will be cloned. However, the perceptual impact of this trade-off has never be...
Rachel McDonnell, Michéal Larkin, Simon Dob...
IJVR
2007
135views more  IJVR 2007»
13 years 11 months ago
Impostors, Pseudo-instancing and Image Maps for GPU Crowd Rendering
— Rendering large crowds of characters requires a great amount of computational power. To increase the efficiency for this render, we propose the use of the graphics processor, i...
Erik Millán, Isaac Rudomín
HIS
2008
14 years 26 days ago
Improving the Performance of Partitioning Methods for Crowd Simulations
Simulating the realistic behavior of large crowds of autonomous agents is still a challenge for the computer graphics community. In order to handle large crowds, some scalable arc...
Guillermo Vigueras, Miguel Lozano, Juan Manuel Ord...
SI3D
2005
ACM
14 years 5 months ago
Geopostors: a real-time geometry / impostor crowd rendering system
The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise...
Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'...
SI3D
2009
ACM
14 years 6 months ago
Crowd patches: populating large-scale virtual environments for real-time applications
Populating virtual environments (VEs) with large crowds is a subject that has been tackled for several years. Solutions have been proposed to offer realistic trajectories as well ...
Barbara Yersin, Jonathan Maïm, Julien Pettr&e...