Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Graphical Models
Texture Synthesis Based Simulation of Secondary Agents
Motion in Games
Journal of Visual Languages and Computing
Fitting behaviors to pedestrian simulations
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Aggregate dynamics for dense crowd simulation
ACM SIGGRAPH Asia 2009 papers
Data Based Steering of Virtual Human Using a Velocity-Space Approach
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Real-time autonomous pedestrian navigation with groups
GVE '07 Proceedings of the IASTED International Conference on Graphics and Visualization in Engineering
IROS'09 Proceedings of the 2009 IEEE/RSJ international conference on Intelligent robots and systems
Resolving local minima problem of potential field
Proceedings of the 9th ACM SIGGRAPH Conference on Virtual-Reality Continuum and its Applications in Industry
Shortest paths with arbitrary clearance from navigation meshes
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Formation sketching: an approach to stylize groups in crowd simulation
Proceedings of Graphics Interface 2011
Long term real trajectory reuse through region goal satisfaction
MIG'11 Proceedings of the 4th international conference on Motion in Games
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Context-sensitive data-driven crowd simulation
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
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To present an accurate and compelling view of a new environment,architectural and urban planning applicationsboth require animations of people. Ideally, these animationswould be easy for a non-programmer to construct, justas buildings and streets can be modeled by an architect orartist using commercial modeling software. In this paper,we explore an approach for generating reactive path followingbased on the user's examples of the desired behavior.The examples are used to build a model of the desired reactivebehavior. The model is combined with reactive controlmethods to produce natural 2D pedestrian trajectories. Thesystem then automatically generates 3D pedestrian locomotionusing motion capture resequencing algorithms. We discussthe accuracy of the model of pedestrian motion andshow that simple direction primitives can be recorded andused to build natural, reactive, path-following behaviors.