An anthropometric face model using variational techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A morphable model for the synthesis of 3D faces
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
GENESIS: Generation of E-Population Based on Statistical Information
CA '02 Proceedings of the Computer Animation
Synthesizing animatable body models with parameterized shape modifications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Cross-parameterization and compatible remeshing of 3D models
ACM SIGGRAPH 2004 Papers
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Crowdbrush: interactive authoring of real-time crowd scenes
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Parameterized Human Body Model for Real-Time Applications
CW '07 Proceedings of the 2007 International Conference on Cyberworlds
Clone attack! Perception of crowd variety
ACM SIGGRAPH 2008 papers
Sizing avatars from skin weights
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Variety Is the Spice of (Virtual) Life
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
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Real-time crowds significantly improve the realism of virtual environments, therefore their use has increased considerably over the last few years in a variety of applications, including real-time games and virtual tourism. However, due to current hardware limitations, crowd variety tends to be sacrificed in order for the crowd simulation to execute in real-time, which decreases the quality and realism of the crowd. Currently the little variety that is incorporated in real-time crowds tends to be applied by modulating each avatar with random colours, which has a detrimental effect on the texture quality. Furthermore, the existing crowd variety is often hard to define and control. To overcome these problems a set of techniques are presented, which defines and controls crowd variety, to further improve on current variety and quality of crowds. These techniques permit variety to be introduced: by changing the body mass via the application of a displacement map onto the mesh; by scaling the skeleton of the avatar; by applying HSV colour shifts to different parts of the avatar; and by transferring textures between avatar models. The appearance of the avatars under animation is also improved via the use of muscle displacement within the mesh. With the new techniques, the visual quality of the crowd is improved due to the increase in diversity.