Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Geopostors: a real-time geometry/impostor crowd rendering system
ACM SIGGRAPH 2005 Papers
Computer Animation and Virtual Worlds - CASA 2006
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Self-Organized Pedestrian Crowd Dynamics: Experiments, Simulations, and Design Solutions
Transportation Science
A decision network framework for the behavioral animation of virtual humans
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Crowd patches: populating large-scale virtual environments for real-time applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Informed Virtual Geographic Environments: An Accurate Topological Approach
GEOWS '09 Proceedings of the 2009 International Conference on Advanced Geographic Information Systems & Web Services
Activity-Driven Populace: A Cognitive Approach to Crowd Simulation
IEEE Computer Graphics and Applications
Modeling Groups of Plausible Virtual Pedestrians
IEEE Computer Graphics and Applications
ICONIP'08 Proceedings of the 15th international conference on Advances in neuro-information processing - Volume Part I
Level of detail based behavior control for virtual characters
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
A modular framework for adaptive agent-based steering
I3D '11 Symposium on Interactive 3D Graphics and Games
Level of detail AI for virtual characters in games and simulation
MIG'10 Proceedings of the Third international conference on Motion in games
Imperceptible relaxation of collision avoidance constraints in virtual crowds
Proceedings of the 2011 SIGGRAPH Asia Conference
Hi-index | 0.00 |
The new wave of computer-driven entertainment technology throws audiences and game players into massive virtual worlds where entire cities are rendered in real time. Computer animated characters run through inner-city streets teeming with pedestrians, all fully rendered with 3D graphics, animations, particle effects and linked to 3D sound effects to produce more realistic and immersive computer-hosted entertainment experiences than ever before. Computing all of this detail at once is enormously computationally expensive, and game designers as a rule, have sacrificed the behavioural realism in favour of better graphics. In this paper we propose a new Collision Avoidance Level of Detail (CA-LOD ) algorithm that allows games to support huge crowds in real time with the appearance of more intelligent behaviour. We propose two collision avoidance models used for two different CA-LOD s: a fuzzy steering focusing on the performances, and a geometric steering to obtain the best realism. Mixing these approaches allows to obtain thousands of autonomous characters in real time, resulting in a scalable but still controllable crowd.