Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Surround-screen projection-based virtual reality: the design and implementation of the CAVE
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Pfinder: Real-Time Tracking of the Human Body
IEEE Transactions on Pattern Analysis and Machine Intelligence
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 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
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We present a platform for creating immersive 3D games including a new interface for navigating through virtual scenes. One innovative part of this application is a crowd simulation with an emergent behaviour of virtual characters. While the users has to move very quickly through a crowd of nearly two hundred virtual characters he is supported by a precise, fast operating, and unobtrusive navigation interface.