Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Reactive Pedestrian Path Following from Examples
CASA '03 Proceedings of the 16th International Conference on Computer Animation and Social Agents (CASA 2003)
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
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2006 Papers
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Controlling individual agents in high-density crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Group behavior from video: a data-driven approach to crowd simulation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
International Journal of Computer Vision
Clone attack! Perception of crowd variety
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH 2008 papers
Interaction patches for multi-character animation
ACM SIGGRAPH Asia 2008 papers
Crowd patches: populating large-scale virtual environments for real-time applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Egocentric affordance fields in pedestrian steering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Synchronized multi-character motion editing
ACM SIGGRAPH 2009 papers
Experiment-based modeling, simulation and validation of interactions between virtual walkers
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Fitting behaviors to pedestrian simulations
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
SteerBug: an interactive framework for specifying and detecting steering behaviors
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A synthetic-vision based steering approach for crowd simulation
ACM SIGGRAPH 2010 papers
ACM SIGGRAPH Asia 2010 papers
Simulating the local behaviour of small pedestrian groups
Proceedings of the 17th ACM Symposium on Virtual Reality Software and Technology
Simulating believable crowd and group behaviors
ACM SIGGRAPH ASIA 2010 Courses
PLEdestrians: a least-effort approach to crowd simulation
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Imperceptible relaxation of collision avoidance constraints in virtual crowds
Proceedings of the 2011 SIGGRAPH Asia Conference
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Interactive techniques for populating large virtual cities
UDMV '13 Proceedings of the Eurographics Workshop on Urban Data Modelling and Visualisation
Hi-index | 0.00 |
This paper introduces a method to clone crowd motion data. Our goal is to efficiently animate large crowds from existing examples of motions of groups of characters by applying an enhanced copy and paste technique on them. Specifically, we address spatial and temporal continuity problems to enable animation of significantly larger crowds than our initial data. We animate many characters from the few examples with no limitation on duration. Moreover, our animation technique answers the needs of real-time applications through a technique of linear complexity. Therefore, it is significantly more efficient than any existing crowd simulation-based technique, and in addition, we ensure a predictable level of realism for animations. We provide virtual population designers and animators with a powerful framework which (i) enables them to clone crowd motion examples while preserving the complexity and the aspect of group motion and (ii) is able to animate large-scale crowds in real-time. Our contribution is the formulation of the cloning problem as a double search problem. Firstly, we search for almost periodic portions of crowd motion data through the available examples. Secondly, we search for almost symmetries between the conditions at the limits of these portions in order to interconnect them. The result of our searches is a set of crowd patches that contain portions of example data that can be used to compose large and endless animations. Through several examples prepared from real crowd motion data, we demonstrate the advantageous properties of our approach as well as identify its potential for future developments.