Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Artificial fishes: physics, locomotion, perception, behavior
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Crowd simulation in immersive space management
Proceedings of the Eurographics workshop on Virtual environments and scientific visualization '96
Group Behaviors for Systems with Significant Dynamics
Autonomous Robots
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Crowd simulation for interactive virtual environments and VR training systems
Proceedings of the Eurographic workshop on Computer animation and simulation
Crowdbrush: interactive authoring of real-time crowd scenes
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Simulating virtual crowds in emergency situations
Proceedings of the ACM symposium on Virtual reality software and technology
ACM SIGGRAPH 2006 Papers
Crowd Simulation
Real-time display of virtual humans: levels of details and impostors
IEEE Transactions on Circuits and Systems for Video Technology
Real-time shader rendering for crowds in virtual heritage
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
A Review on Augmented Reality for Virtual Heritage System
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
BehaveRT: a GPU-based library for autonomous characters
MIG'10 Proceedings of the Third international conference on Motion in games
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The simulation of human massive crowds play an important role in real-time application such as games and walkthrough system. This kind of applications can provide an immersive feeling of life into the static scene and enhance the reality of the system. In recent years, there are many significant research and techniques have been developed, mainly focus on the entertainment industry for both real-time and non-real time rendering. This paper will give an overview on crowd behavior in real-time crowd simulation. The work will also cover numerous crowd modeling and rendering techniques.