Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Level-of-detail for cognitive real-time characters
The Visual Computer: International Journal of Computer Graphics
Foundations of Multidimensional and Metric Data Structures (The Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
ACM SIGGRAPH 2006 Papers
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Interactive navigation of multiple agents in crowded environments
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Clone attack! Perception of crowd variety
ACM SIGGRAPH 2008 papers
Real-time path planning for virtual agents in dynamic environments
ACM SIGGRAPH 2008 classes
Crowd patches: populating large-scale virtual environments for real-time applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Eye-catching crowds: saliency based selective variation
ACM SIGGRAPH 2009 papers
Experiment-based modeling, simulation and validation of interactions between virtual walkers
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
SteerBug: an interactive framework for specifying and detecting steering behaviors
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Aggregate dynamics for dense crowd simulation
ACM SIGGRAPH Asia 2009 papers
CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Level of detail based behavior control for virtual characters
IVA'10 Proceedings of the 10th international conference on Intelligent virtual agents
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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The performance of an interactive virtual crowd system for entertainment purposes can be greatly improved by setting a level-of-details (LOD) strategy: in distant areas, collision avoidance can even be stealthy disabled to drastically speed-up simulation and to handle huge crowds. The greatest difficulty is then to select LODs to progressively simplify simulation in an imperceptible but efficient manner. The main objective of this work is to experimentally evaluate spectators' ability to detect the presence of collisions in simulations. Factors related to the conditions of observation and simulation are studied, such as the camera angles, distance to camera, level of interpenetration or crowd density. Our main contribution is to provide a LOD selection function resulting from two perceptual studies allowing crowd system designers to scale a simulation by relaxing the collision avoidance constraint in a least perceptible manner. The relaxation of this constraint is an important source for computational resources savings. Our results reveal several misconceptions in previously used LOD selection functions and suggest yet unexplored variables to be considered. We demonstrate our function efficiency over several evaluation scenarios.