Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Approximate and probabilistic algorithms for shading and rendering structured particle systems
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Game Programming Gems 2
IEEE Computer Graphics and Applications
Real-Time Rendering of Densely Populated Urban Environments
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Particle systems—a technique for modeling a class of fuzzy objects
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Hi-index | 0.00 |
Crowds are described as complex adaptive systemsin Artificial Intelligence. The generation of crowd inreal-time simulations is beyond the manual designcapability. In this paper, we present an integratedanimation framework for simulating the adaptivemovement behaviours of crowds on large terrains. Asimulation system that is developed based on theframework can be used as a powerful animation anddesign tool to produce realistic crowd movementsprocedurally. The framework integrates efficient terrainrendering techniques and path planning algorithms toenable the simulation system to handle large terraindata sets and search optimal paths for crowds toprogress on complex terrains. A novel local alignmentalgorithm is developed, which utilises a set ofconventional behavioural rules to produce robust real-timecoordinated motions of crowds with respect toenvironmental situations.