Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Fast Rendering of Large Crowds Using GPU
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
A comparative study of partitioning methods for crowd simulations
Applied Soft Computing
CA-LOD: Collision Avoidance Level of Detail for Scalable, Controllable Crowds
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Variety Is the Spice of (Virtual) Life
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
Image-Based Network Rendering of Large Meshes for Cloud Computing
International Journal of Computer Vision
A multi-resolution technique for real-time animation of large crowds
ISCIS'06 Proceedings of the 21st international conference on Computer and Information Sciences
Real-Time animation of large crowds
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A scalable multiagent system architecture for interactive applications
Science of Computer Programming
A distributed visualization system for crowd simulations
Integrated Computer-Aided Engineering
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The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise static scenes and enhance believability. Although many new games are released each year, it is very unusual to find large-scale crowds populating the environments depicted. Such applications need to deal with having limited resources available at each frame. With many hundreds or thousands of potential virtual humans in a crowd, traditional techniques rapidly become overwhelmed and are not able to sustain an interactive frame-rate. Therefore, simpler approaches to the rendering, animation and behaviour control of the crowds are needed. Additionally, these new approaches must provide for variety, as environments inhabited by carbon-copy clones can be disconcerting and unrealistic.