Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Social potential fields: a distributed behavioral control for autonomous robots
WAFR Proceedings of the workshop on Algorithmic foundations of robotics
The use of space discretization for autonomous virtual humans (video session)
AGENTS '98 Proceedings of the second international conference on Autonomous agents
Real-time shadows for animated crowds in virtual cities
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Finding paths for coherent groups using clearance
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Crowdbrush: interactive authoring of real-time crowd scenes
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-time display of virtual humans: levels of details and impostors
IEEE Transactions on Circuits and Systems for Video Technology
New approaches to efficient rendering of complex reconstructed environments
VAST'03 Proceedings of the 4th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Real-time shader rendering for crowds in virtual heritage
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Visitors' evaluations of ICTs used in cultural heritage
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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In current city visualisations crowds are being included to increase realism in the scene. With the self-steering nature of crowds it is traditionally difficult to control the number of humans that could be in view at any one time. While rendering speedups have been successfully applied for many years, this paper takes another approach with the aim to keep a steady frame rate. We attempt to influence the crowd dynamics to maintain the frame rate, without this becoming apparent to the user. We show how this work can be applied to a virtual reality tour of a medieval town.