Real-Time Rendering of Densely Populated Urban Environments
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Crowdbrush: interactive authoring of real-time crowd scenes
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Clone attack! Perception of crowd variety
ACM SIGGRAPH 2008 papers
Eye-catching crowds: saliency based selective variation
ACM SIGGRAPH 2009 papers
Simulating gaze attention behaviors for crowds
Computer Animation and Virtual Worlds - CASA' 2009 Special Issue
Guest Editors' Introduction: Virtual Populace
IEEE Computer Graphics and Applications
Sizing avatars from skin weights
Proceedings of the 16th ACM Symposium on Virtual Reality Software and Technology
Moving crowds: a linear animation system for crowd simulation
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Seeing is believing: body motion dominates in multisensory conversations
ACM SIGGRAPH 2010 papers
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We present a new way of drawing a crowd of animated characters in real-time. Previous work has focused almost exclusively on how to visualize ever larger crowd scenes and the current state-of-the-art can display tens of thousands of virtual humans with ease. The associated trade-off, however, is that crowd members can do little more than play a set of scripted motion clips. It follows that designating individuals to be members of a crowd instantly limits the techniques that can be used, the behaviours that can be depicted and ultimately, the perceived realism of a scene. Our approach differs from the state-of-the-art in that we do not propose a crowd-specific technique but instead a bone-parallel, OpenCL-accelerated interpretation of the traditional character pipeline. The method does not rely on pre-processing; provides fine-grained control over the animation of a crowd (support for motion blending and varied skeletons, for example) and crowd members and user-controlled 'hero' characters can be handled without distinction.