Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Extended free-form deformation: a sculpturing tool for 3D geometric modeling
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Advanced animation and rendering techniques
Advanced animation and rendering techniques
Anuran visuomotor coordination for detour behavior: from retina to motor schemas
Proceedings of the second international conference on From animals to animats 2 : simulation of adaptive behavior: simulation of adaptive behavior
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
HCSM: a framework for behavior and scenario control in virtual environments
ACM Transactions on Modeling and Computer Simulation (TOMACS) - Special issue on graphics, animation, and visualization for simulation environments
Fitting smooth surfaces to dense polygon meshes
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Virtual body language: providing appropriate user interfaces in collaborative virtual environments
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Integration of motion control techniques for virtual human and avatar real-time animation
VRST '97 Proceedings of the ACM symposium on Virtual reality software and technology
Crowd simulation in immersive space management
Proceedings of the Eurographics workshop on Virtual environments and scientific visualization '96
Visibility sorting and compositing without splitting for image layer decompositions
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Simulating acrs and rings in gatherings
International Journal of Human-Computer Studies
Soar Papers: Research on Integrated Intelligence
Soar Papers: Research on Integrated Intelligence
Group Behaviors for Systems with Significant Dynamics
Autonomous Robots
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
Microscopic Simulation of Evacuation Processes on Passenger Ships
Proceedings of the Fourth International Conference on Cellular Automata for Research and Industry: Theoretical and Practical Issues on Cellular Automata
Nailboards: A Rendering Primitive for Image Caching in Dynamic Scenes
Proceedings of the Eurographics Workshop on Rendering Techniques '97
Real-Time Rendering of Densely Populated Urban Environments
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Crowd simulation for interactive virtual environments and VR training systems
Proceedings of the Eurographic workshop on Computer animation and simulation
A Behavioral Interface to Simulate Agent-Object Interactions in Real Time
CA '99 Proceedings of the Computer Animation
Fast Realistic Human Body Deformations for Animation and VR Applications
CGI '96 Proceedings of the 1996 Conference on Computer Graphics International
IEEE Transactions on Systems, Man, and Cybernetics, Part B: Cybernetics
Modelling the behaviour of crowds in Panicked conditions
AMT'11 Proceedings of the 7th international conference on Active media technology
Out of context augmented navfields: designing crowd choreographies
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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A crowd is not only a group of many individuals: crowd modeling involves problems arising only when we focus on crowds. For instance, collision avoidance among a large number of individuals in the same area requires different resolving strategies in comparison with the methods used to avoid collisions between just two individuals. Also, motion planning for a group walking together requires more information than needed to implement individual motion planning. This Chapter presents the related works on the subject of groups and crowd simulation as well as discusses the requirements to model behaviors of groups and crowds of virtual actors; current applications, recently applied approaches and challenges of crowd simulations are described.