Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Interactive spacetime control for animation
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Robot motion planning: a distributed representation approach
International Journal of Robotics Research
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Motion editing with spacetime constraints
Proceedings of the 1997 symposium on Interactive 3D graphics
Physically based motion transformation
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A hierarchical approach to interactive motion editing for human-like figures
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Video based human animation technique
MULTIMEDIA '99 Proceedings of the seventh ACM international conference on Multimedia (Part 1)
Motion texture: a two-level statistical model for character motion synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Motion capture assisted animation: texturing and synthesis
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Randomized Motion Planning for Car-like Robots with C-PRM
Randomized Motion Planning for Car-like Robots with C-PRM
Artificial animals for computer animation: biomechanics, locomotion, perception, and behavior
Artificial animals for computer animation: biomechanics, locomotion, perception, and behavior
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Crowd simulation is a continuous challenge in computer animation. In this paper, we present an intelligent crowd simulation technique based on multiple autonomous agents. Each animated character (AC) is modeled as an autonomous agent, consisting of the perception, behavior planning and motion generation system. AC perceives the environment information, generates intentions and plans behaviors autonomously. To execute behaviors, appropriate motions are selected from the fundamental motion library (FML) and edited to create required motions. And the crowd behavior can be regarded as a combination of the individual behavior of each AC. The experiment shows the feasibility of this technique.