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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)
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)
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)
We present Metropolis Photon Sampling (MPS), a visual importance-driven algorithm for populating photon maps. Photon Mapping and other particle tracing algorithms fail if the photons are poorly distributed. Our approach samples light transport paths that join a light to the eye, which accounts for the viewer in the sampling process and provides information(More)
This work presents a novel global illumination algorithm which concentrates computation on important light transport paths and automatically adjusts energy distributed area for each light transport path. We adapt statistical framework of Population Monte Carlo into global illumination to improve rendering efficiency. Information collected in previous(More)