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