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Crowd simulation for virtual environments offers many challenges centered on the trade-offs between rich behavior , control and computational cost. In this paper we present a new approach to controlling the behavior of agents in a crowd. Our method is scalable in the sense that increasingly complex crowd behaviors can be created without a corresponding(More)
Scalable rendering of virtual environments requires culling objects that have no etTect on the view. This paper explores culling moving objects by not solving the equations of motion of objects that don't tiect the view. While this approach could be scalable for many kinds of environments, it raises two problems: consistency-ensuring that objects that come(More)
nimating geometry procedurally, using a dynamical system (which consists of a set of state variables and a set of equations for describing how those variables change over time) rather than with keyframes, offers the advantages of physical realism , interactivity, compact descriptions, and infinite variety of motion. However, the use of dynamical systems has(More)
Traditional collision intensive multi-body simulations are difficult to control due to extreme sensitivity to initial conditions or model parameters. Furthermore, there may be multiple ways to achieve any one goal, and it may be difficult to codify a user's preferences before they have seen the available solutions. In this paper we extend simulation models(More)
We present <i>flow tiles</i>, a novel technique for representing and designing velocity fields. Unlike existing procedural flow generators, tiling offers a natural user interface for field design. Tilings can be constructed to meet a wide variety of external and internal boundary conditions, making them suitable for inclusion in larger environments.(More)
Group behaviors are widely used in animation, yet it is difficult to impose hard constraints on their behavior. We describe a new technique for the generation of constrained group animations that improves on existing approaches in two ways: the agents in our simulations meet exact constraints at specific times, and our simulations retain the global(More)
Traditional hand animation is in many cases superior to simulated motion for conveying information about character and events. Much of this superiority comes from an animator's ability to abstract motion and play to human perceptual effects. However, experienced animators are difficult to come by and the resulting motion is typically not interactive. On the(More)
Animating goal-driven agents in an environment with obstacles is a time consuming process, particularly when the number of agents is large. In this paper, we introduce an efficient algorithm that creates path plans for objects that move between user defined goal points and avoids collisions. In addition, the system allows " culling " of some of the(More)