Representing and Parameterizing Agent Behaviors
CA '02 Proceedings of the Computer Animation
Programming Believable Characters for Computer Games (Game Development Series)
Programming Believable Characters for Computer Games (Game Development Series)
Partitioning crowded virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Computer Animation and Virtual Worlds - Special Issue: The Very Best Papers from CASA 2004
Probabilistic, layered and hierarchical animated agents using XML
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Impostors and pseudo-instancing for GPU crowd rendering
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Interactive navigation of multiple agents in crowded environments
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Polypostors: 2D polygonal impostors for 3D crowds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Simulating sensory perception in 3D game characters
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Efficient computation of sum-products on GPUs through software-managed cache
Proceedings of the 22nd annual international conference on Supercomputing
Parallel algorithms for approximation of distance maps on parametric surfaces
ACM Transactions on Graphics (TOG)
The Virtual Marathon: Parallel Computing Supports Crowd Simulations
IEEE Computer Graphics and Applications
YaQ: An Architecture for Real-Time Navigation and Rendering of Varied Crowds
IEEE Computer Graphics and Applications
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Soccer has always been one of the most popular videogame genres. When designing a soccer game, designers tend to focus on the game field and game play due to the limited computational resources, and thus the modelling of virtual spectators is paid less attention. In this study we present a novel approach to the modeling of spectator behavior, which treats each spectator as a unique individual. We also propose an independent software layer for sport-based games that simply obtains the game status from the game engine via a simple messaging protocol and computes the spectator behavior accordingly. The result is returned to the game engine, to be used in the animation and rendering of the spectators. Additionally, we offer a customizable spectator knowledge base with well structured XML to minimize coding efforts, while generating individualized behavior. The employed AI is based on fuzzy inference. In order to overcome additional demand for computing realistic spectator behavior, we use GPU parallel computing with CUDA.