Adaptation in natural and artificial systems
Adaptation in natural and artificial systems
Genetic programming: on the programming of computers by means of natural selection
Genetic programming: on the programming of computers by means of natural selection
An anthropometric face model using variational techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A morphable model for the synthesis of 3D faces
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Genetic Algorithms in Search, Optimization and Machine Learning
Genetic Algorithms in Search, Optimization and Machine Learning
An automatic modeling of human bodies from sizing parameters
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
VW '00 Proceedings of the Second International Conference on Virtual Worlds
The space of human body shapes: reconstruction and parameterization from range scans
ACM SIGGRAPH 2003 Papers
Evolutionary Computation
Automatic modeling of virtual humans and body clothing
Journal of Computer Science and Technology - Special issue on computer graphics and computer-aided design
Crowd Simulation
Eye-catching crowds: saliency based selective variation
ACM SIGGRAPH 2009 papers
Introduction to Genetic Algorithms
Introduction to Genetic Algorithms
Unique Character Instances for Crowds
IEEE Computer Graphics and Applications
Virtual Reality in Brazil 2011: Reproducing virtual characters
Computers and Graphics
Simulation of genetic inheritance in the generation of virtual characters
VR '10 Proceedings of the 2010 IEEE Virtual Reality Conference
The city of uruk: teaching ancient history in a virtual world
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
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Simulating large crowds of virtual agents has become an important problem in virtual reality applications, video games, cinematography and training simulators. In this paper, we show how to achieve a high degree of appearance variation among individual 3D avatars in generated crowds through the use of genetic algorithms, while also manifesting unique characteristic features of a given population group. We show how virtual cities can be populated with diverse crowds of virtual agents that preserve their ethnic features, illustrate how our approach can be used to simulate full body avatar appearance, present a case study and analyze our results.