Simulation levels of detail for real-time animation
Proceedings of the conference on Graphics interface '97
Group behaviors for systems with significant dynamics
Robot colonies
NeuroAnimator: fast neural network emulation and control of physics-based models
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Retargetting motion to new characters
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Composable controllers for physics-based character animation
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Dynamically Simulated Characters in Virtual Environments
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Evaluating the visual fidelity of physically based animations
ACM SIGGRAPH 2003 Papers
Autonomous behaviors for interactive vehicle animations
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
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Controllable real-time locomotion using mobility maps
GI '05 Proceedings of Graphics Interface 2005
Autonomous behaviors for interactive vehicle animations
Graphical Models - Special issue on SCA 2004
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
LoD-based locomotion engine for game characters
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
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Many classes of applications require multiagent navigation control algorithms to specify the movements and actions of heterogeneous groups containing thousands of characters. The scale and complexity of these interacting character groups require navigation control algorithms that are both generalizable and specifically tuned to particular character platforms. We propose a technique called simulation level of detail (LOD) that provides a simulation-based interface between navigation control algorithms and the specific mobile characters on which they operate. A simulation LOD efficiently models a character's ability to move given its dynamic state and provides this simplified version of the character to navigation controllers for use in run-time search algorithms that compute locomotion actions. We develop our simulation LOD algorithms on groups of physically simulated human and alien bicyclists and demonstrate reusable controllers that provide improvements in path following and herding tasks.