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
GPU techniques for creating visually diverse crowds in real-time
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Crowd patches: populating large-scale virtual environments for real-time applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Populating ancient pompeii with crowds of virtual romans
VAST'07 Proceedings of the 8th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Out of context augmented navfields: designing crowd choreographies
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
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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.