Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Morphable Models for the Analysis and Synthesis of Complex Motion Patterns
International Journal of Computer Vision - special issue on learning and vision at the center for biological and computational learning, Massachusetts Institute of Technology
Modeling Individual Behaviors in Crowd Simulation
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
Synthesizing animatable body models with parameterized shape modifications
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
The space of human body shapes: reconstruction and parameterization from range scans
ACM SIGGRAPH 2003 Papers
Perceptual audio rendering of complex virtual environments
ACM SIGGRAPH 2004 Papers
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
Geopostors: a real-time geometry/impostor crowd rendering system
ACM SIGGRAPH 2005 Papers
Style translation for human motion
ACM SIGGRAPH 2005 Papers
Computer Animation and Virtual Worlds - CASA 2006
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Progressive perceptual audio rendering of complex scenes
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Clone attack! Perception of crowd variety
ACM SIGGRAPH 2008 papers
Perceptual evaluation of position and orientation context rules for pedestrian formations
Proceedings of the 5th symposium on Applied perception in graphics and visualization
Creating crowd variation with the OCEAN personality model
Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems - Volume 3
GPU techniques for creating visually diverse crowds in real-time
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Evaluating the effect of motion and body shape on the perceived sex of virtual characters
ACM Transactions on Applied Perception (TAP)
Eye-catching crowds: saliency based selective variation
ACM SIGGRAPH 2009 papers
Review: Statistical parametric speech synthesis
Speech Communication
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
Talking bodies: Sensitivity to desynchronization of conversations
ACM Transactions on Applied Perception (TAP)
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
Simulating believable crowd and group behaviors
ACM SIGGRAPH ASIA 2010 Courses
DressUp!: outfit synthesis through automatic optimization
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
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Before an environment can be populated with characters, a set of models must first be acquired and prepared. Sometimes it may be possible for artists to create each virtual character individually - for example, if only a small number of individuals are needed, or there are many artists available to create a larger population of characters. However, for most applications that need large and heterogeneous groups or crowds, more automatic methods of generating large numbers of humans, animals or other characters are needed. Fortunately, depending on the context, it is not the case that all types of variety are equally important. Sometimes quite simple methods for creating variations, which do not over-burden the computing resources available, can be as effective as, and perceptually equivalent to, far more resource-intensive approaches. In this paper, we present some recent research and development efforts that aim to create and evaluate variety for characters, in their bodies, faces, movements, behaviours and sounds.