Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Adjustable tools: an object-oriented interaction metaphor
ACM Transactions on Graphics (TOG)
SKETCH: an interface for sketching 3D scenes
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Synthesizing realistic facial expressions from photographs
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Don't click, paint! Using toggle maps to manipulate sets of toggle switches
Proceedings of the 11th annual ACM symposium on User interface software and technology
WYSIWYG NPR: drawing strokes directly on 3D models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Constrained animation of flocks
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1. 4
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1. 4
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the ACM symposium on Virtual reality software and technology
A case study of a virtual audience in a reconstruction of an ancient Roman Odeon in Aphrodisias
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Interactive control of real-time crowd navigation in virtual environment
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
CrowdViewer: from simple script to large-scale virtual crowds
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Graphical Models
Polypostors: 2D polygonal impostors for 3D crowds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Survey on Real-Time Crowds Simulation
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Motion in Games
Sketch-Based Interface for Crowd Animation
SG '09 Proceedings of the 10th International Symposium on Smart Graphics
Unique character instances for crowds
IEEE Computer Graphics and Applications
ARCrowd - a tangible interface for interactive crowd simulation
Proceedings of the 16th international conference on Intelligent user interfaces
Creating choreography with interactive evolutionary algorithms
EvoApplications'11 Proceedings of the 2011 international conference on Applications of evolutionary computation - Volume Part II
A novel method for large crowd flow
Transactions on edutainment VI
Populating reconstructed archaeological sites with autonomous virtual humans
IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Technical Section: Stream-based animation of real-time crowd scenes
Computers and Graphics
DressUp!: outfit synthesis through automatic optimization
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Real-time shader rendering for crowds in virtual heritage
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
A case study of a virtual audience in a reconstruction of an ancient Roman odeon in Aphrodisias
VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Adaptive crowd behaviour to aid real-time rendering of a cultural heritage environment
VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Formalizing the construction of populations in multi-agent simulations
Engineering Applications of Artificial Intelligence
Authoring rules for bodily interaction: from example clips to continuous motions
IVA'12 Proceedings of the 12th international conference on Intelligent Virtual Agents
Using emotion transmission to simulate spectator behaviors
Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Design and evaluation of 3D selection techniques based on progressive refinement
International Journal of Human-Computer Studies
Stochastic activity authoring with direct user control
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Graphical Models
Sketching human character animations by composing sequences from large motion database
The Visual Computer: International Journal of Computer Graphics
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Recent advances in computer graphics techniques and increasing power of graphics hardware made it possible to display and animate large crowds in real-time. Most of the research efforts have been directed towards improving rendering or behavior control; the question how to author crowd scenes in an efficient way is usually not addressed. We introduce a novel approach to create complex scenes involving thousands of animated individuals in a simple and intuitive way. By employing a brush metaphor, analogous to the tools used in image manipulation programs, we can distribute, modify and control crowd members in real-time with immediate visual feedback. We define concepts of operators and instance properties that allow to create and manage variety in populations of virtual humans. An efficient technique allowing to render up to several thousands of fully three-dimensional polygonal characters with keyframed animations at interactive framerates is presented. The potential of our approach is demonstrated by authoring a scenario of a virtual audience in a theater and a scenario of a pedestrian crowd in a city.