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Variety Is the Spice of (Virtual) Life [chapter]

Carol O'Sullivan
2009 Lecture Notes in Computer Science  
Before an environment can be populated with characters, a set of models must first be acquired and prepared.  ...  population of characters.  ...  Thanks to all the researchers who have contributed to this work, in particular to Rachel McDonnell and Simon Dobbyn for their help in preparing this manuscript.  ... 
doi:10.1007/978-3-642-10347-6_8 fatcat:pbrojfnnnffkdpttb6y2qw67de

Developing serious games for cultural heritage: a state-of-the-art review

Eike Falk Anderson, Leigh McLoughlin, Fotis Liarokapis, Christopher Peters, Panagiotis Petridis, Sara de Freitas
2010 Virtual Reality  
Although the widespread use of gaming for leisure purposes has been well documented, the use of games to support cultural heritage purposes, such as historical teaching and learning, or for enhancing museum  ...  As a result the field of serious heritage games concerns itself with recent advances in computer games, real-time computer graphics, virtual and augmented reality and artificial intelligence.  ...  In this vein, [191] model crowd behaviour of worshippers in a virtual mosque, while [115] and [164] focus on the creation of more general pedestrian crowd behaviours, the former for populating a  ... 
doi:10.1007/s10055-010-0177-3 fatcat:kln5qqu27nazjiqp2xvwczfbci

Sketching-out virtual humans

Chen Mao, Sheng Feng Qin, David K. Wright
2006 Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology - ACE '06  
Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication.  ...  We devised an intuitive "stick figure fleshing-out skin mapping" graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path  ...  CREATE AND ANIMATE VIRTUAL HUMAN POPULATION The techniques for animating computer-generated threedimensional crowds were greatly refined during the late 1990, starting with feature films like "The Lion  ... 
doi:10.1145/1178823.1178896 dblp:conf/ACMace/MaoQW06 fatcat:rl66lhjaczcl7kif2yjz2cxnz4

Sketching-out virtual humans

Chen Mao, Sheng Feng Qin, David K. Wright
2006 Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology - ACE '06  
Meanwhile, our current system also supports the sketch-based crowd animation and the storyboarding of the 3D multiple character intercommunication.  ...  We devised an intuitive "stick figure fleshing-out skin mapping" graphical animation pipeline, which realises the whole process of key framing, 3D pose reconstruction, virtual human modelling, motion path  ...  CREATE AND ANIMATE VIRTUAL HUMAN POPULATION The techniques for animating computer-generated threedimensional crowds were greatly refined during the late 1990, starting with feature films like "The Lion  ... 
doi:10.1145/1178823.1178913 dblp:conf/ACMace/MaoQW06a fatcat:shia756bdfgrbbb7amgnivyrn4

Hardware Accelerated Skin Deformation for Animated Crowds [chapter]

Golam Ashraf, Junyu Zhou
2006 Lecture Notes in Computer Science  
We have achieved a realistic crowd population of 1000 animated humans at interactive rates.  ...  The system has been implemented for modern PCs with Graphics Accelerator cards that support GPU Shader Model 3.0, and come with accelerated bi-directional PCI express bus communication.  ...  We have achieved realistic crowds with a small number of motions by carefully mixing up the cloned instances and employing temporal offsets to cached skin textures.  ... 
doi:10.1007/978-3-540-69429-8_23 fatcat:jv4xpmfi7nhs5j223spziqwqua

Crowd simulation for crisis management: the outcomes of the last decade [article]

George Sidiropoulos, Chairi Kiourt, Lefteris Moussiades
2020 arXiv   pre-print
As the continues evolution of computational resources increases, along with the capabilities of Artificial Intelligence, the demand for better and more realistic simulation has become more attractive and  ...  A general framework, towards the future crowd simulation for crisis management is presented based on the most efficient to yield the most realistic outcomes of the last decades.  ...  They created realistic 3D models of the environment in Blender 9 that were loaded onto the Unity3D game engine.  ... 
arXiv:2006.01216v2 fatcat:iyt5dk7lbzbivful4u7dym2ynq

CrowdVis

Henry Braun, Vinícius Jurinic Cassol, Rafael Hocevar, Fernando Pinho Marson, Soraia Raupp Musse
2013 Proceedings of the 28th Annual ACM Symposium on Applied Computing - SAC '13  
Individual Behavior in Groups or Crowds Several games and crowd simulation models use interactions among VHs in order to create dynamic and realistic scenes for different purposes.  ...  in a realistic crowd visualization.  ...  For the sky the user can load an image that will be placed as a sky dome 9 . We also created an anaglyph rendering for 3D stereoscopic effect that can be enabled and disabled at any time.  ... 
doi:10.1145/2480362.2480551 dblp:conf/sac/BraunCHMM13 fatcat:pon4kuuxcbf4xgwqftmlib5qta

Geopostors

Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'Sullivan
2005 Proceedings of the 2005 symposium on Interactive 3D graphics and games - SI3D '05  
The results demonstrate a system capable of rendering large realistic crowds with the visual realism of a high-resolution geometry rendering system, but at a fraction of the rendering cost.  ...  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 static scenes and enhance  ...  Fixed view crowds, such as those employed as spectators in several Electronic Arts sport games, are realistic from a distance.  ... 
doi:10.1145/1053427.1053443 dblp:conf/si3d/DobbynHOO05 fatcat:xj7agke5b5athhkkwugqzl7fx4

Towards urban crowd visualization

I. Rivalcoba, L. Toledo, I. Rudomín
2019 Scientific Visualization  
The presented system is able to simulate crowds in complex urban environments; for that purpose the system was built in two stages, urban environment generation and pedestrian simulation, for the first  ...  to deal with steering behaviors and motion planning of each pedestrian.  ...  Center for facilitate the equipment and the infrastructure for the project.  ... 
doi:10.26583/sv.11.2.04 fatcat:gco5e35wzvgxbbbvvnp5dxvr3a

Modelling craftspeople for cultural heritage: a case study

Nedjma Cadi, Nadia Magnenat-Thalmann, Danai Kaplanidi, Nikolaos Partarakis, Effie Karouzaki, Manos Zidianakis, Andreas Pattakos, Xenophon Zabulis
2022 Zenodo  
The use of Digital Humans (DHs) for its digital representation and therefore its preservation, allows reframing the way to transmit and deal with content that is difficult to visualize.  ...  The work aims to bring a methodology for achieving DHs creation for CH applications.  ...  Towards this goal, the Reallusion digital human pipeline [37] fits all these requirements since it provides a motion controller for face, body, and hands and is fully compatible with the game engine for  ... 
doi:10.5281/zenodo.6552355 fatcat:ysvdfhd255ehhk2psnbef6z6se

Learning From Synthetic Data for Crowd Counting in the Wild

Qi Wang, Junyu Gao, Wei Lin, Yuan Yuan
2019 2019 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)  
Recently, counting the number of people for crowd scenes is a hot topic because of its widespread applications (e.g. video surveillance, public security).  ...  Secondly, we propose two schemes that exploit the synthetic data to boost the performance of crowd counting in the wild: 1) pretrain a crowd counter on the synthetic data, then finetune it using the real  ...  The data is collected from an electronic game Grand Theft Auto V (GTA5), thus it is named as "GTA5 Crowd Counting" ("GCC" for short) dataset.  ... 
doi:10.1109/cvpr.2019.00839 dblp:conf/cvpr/WangGL019 fatcat:2yovglyline7tapwgkgrqvw544

Recreating a medieval urban scene with virtual intelligent characters: steps to create the complete scenario

Ana Paula Cláudio, Maria Beatriz Carmo, Alexandre Antonio De Carvalho, Willian Xavier, Rui Filipe Antunes
2017 Virtual Archaeology Review  
From historical advice to 3D modeling and programming, the process of reconstructing cultural heritage sites populated with virtual inhabitants is lengthy and expensive, and it requires a large set of  ...  We report on: a) the development of a lightweight model of the village, including houses and terrain, and b) its integration in a game engine in order to c) include a virtual population of autonomous inhabitants  ...  Acknowledgements This project was funded by the Horizon 2020: EU Framework Programme for Research and Innovation under Marie Skłodowska-Curie grant agreement No. 655226 (fellowship to Dr.  ... 
doi:10.4995/var.2017.6557 fatcat:qib5ergd6zbgjmoo2vywsrjcoi

Using Image Morphing for Memory-Efficient Impostor Rendering on GPU

Kamer Ali Yuksel, Aytul Ercil, Alp Yucebilgin, Selim Balcisoy
2011 2011 International Conference on Cyberworlds  
Real-time rendering of large animated crowds consisting thousands of virtual humans is important for several applications including simulations, games and interactive walkthroughs; but cannot be performed  ...  For that reason, several methods using large numbers of pre-computed imagebased representations, which are called as impostors, have been proposed.  ...  INTRODUCTION Large computer-generated crowds have become a common feature especially for movies and games.  ... 
doi:10.1109/cw.2011.18 dblp:conf/cw/YukselEYB11 fatcat:upv5vnrglva2zk46zuygcsfsbu

EG 2006 Course on Populating Virtual Environments with Crowds [article]

Daniel Thalmann, Carol O'Sullivan, Pablo De Heras Ciechomski, Simon Dobbyn
2006 Eurographics State of the Art Reports  
Necessary background and potential target audience for the tutorial: experience with computer animation is recommended but not mandatory.  ...  The course is intended for animators, designers, and students in computer science.  ...  Research has been partly funded by the Swiss National Foundation for Research and the Federal Office for Education and Science in the framework of the CROSSES project. References  ... 
doi:10.2312/egt.20061066 fatcat:dmr25qtusfgnpi2klqtklon3oi

Human Computation in Visualization: Using Purpose Driven Games for Robust Evaluation of Visualization Algorithms

Nafees Ahmed, Ziyi Zheng, Klaus Mueller
2012 IEEE Transactions on Visualization and Computer Graphics  
We introduce a purpose-driven game entitled "Disguise" which serves as a prototypical example for how the evaluation of visualization algorithms can be mapped into a fun and addictive activity, allowing  ...  Due to the inherent characteristics of the visualization process, most of the problems in this field have strong ties with human cognition and perception.  ...  Neither the United States Government nor any agency thereof, nor any of their employees, makes any warranty, express or implied, or assumes any legal liability or responsibility for the accuracy, completeness  ... 
doi:10.1109/tvcg.2012.234 pmid:26357117 fatcat:63bgm55kj5ckdpnnepnpyijha4
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