Crowdbrush: interactive authoring of real-time crowd scenes

  title={Crowdbrush: interactive authoring of real-time crowd scenes},
  author={Branislav Ulicny and Pablo de Heras Ciechomski and Daniel Thalmann},
  booktitle={Symposium on Computer Animation},
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… 

CrowdViewer: from simple script to large-scale virtual crowds

A developed point-based rendering approach is presented to accelerate rendering and demonstrates that this approach provides a very effective way to visualize large-scale crowds with high visual realism in real-time.

Polypostors: 2D polygonal impostors for 3D crowds

Various methods have been proposed to animate and render large crowds of humans in real time for applications such as games and interactive walkthroughs. Recent methods have been developed to render

Interactive design and animation of crowds for large environments. (Conception et animation interactive de foules pour de vastes environnements)

This thesis presents an interactive method for designing the crowds by distorting it like clay, and allows to design crowd motions based on higher level features of the crowd, as its overall shape, its internal movement or density.

Generating, animating, and rendering varied individuals for real-time crowds

This work explores the most adequate solutions to simulate large crowds with levels of detail, while avoiding disturbing switches between two different representations of a virtual human.

A Framework for Rendering, Simulation and Animation of Crowds

The main goal of this framework is to allow high quality visualization and animation of several hundred realistic looking characters navigating virtual environments on a single display PC, a HMD (Head Mounted Display), or a CAVE system.


This thesis proposes a motion graph based animation-splicing approach to achieving a sense of realism in simulation of a large number of human like characters and suggests a Graphics Processing Unit(GPU) based implementation for animating virtual characters.

Real-Time Large Crowd Rendering with Efficient Character and Instance Management on GPU

This work presents a real-time crowd rendering system that efficiently manages multiple types of character data on the GPU and integrates seamlessly with level-of-detail and visibility culling techniques.

GPU techniques for creating visually diverse crowds in real-time

With the new techniques, the visual quality of the crowd is improved due to the increase in diversity, and the existing crowd variety is often hard to define and control.

Interactive control of real-time crowd navigation in virtual environment

This paper proposes a simple but practical method for authoring crowd scenes in an effective and intuitive way using Radial Basis Functions based vector field as the governing tool to drive the motion flow.

Real-time Simulation and Rendering of Large-scale Crowd Motion

  • Bo Li
  • Computer Science
  • 2013
This thesis introduces a new data structure called Extended Oriented Bounding Box (EOBB) and related methods for fast collision detection and obstacle avoidance in the simulation of crowd motion in virtual environments and presents a detailed analysis of the effectiveness of spatial subdivision data structures, specifically for large-scale crowd simulation.



Image/Based Crowd Rendering

This work developed an image-based rendering approach for displaying multiple avatars that takes advantage of the properties of the urban environment and the way a viewer and the avatars move within it to produce fast rendering, based on positional and directional discretization.

Hierarchical model for real time simulation of virtual human crowds

  • S. MusseD. Thalmann
  • Computer Science
    5th IEEE EMBS International Summer School on Biomedical Imaging, 2002.
  • 2002
A model for simulating crowds of humans in real time composed of virtual crowds, groups and individuals with the possibility of increasing the complexity of group/agent behaviors according to the problem to be simulated, and the hierarchical structure based on groups to compose a crowd.

Constrained animation of flocks

A new technique for the generation of constrained group animations is described that improves on existing approaches in two ways: the agents in the authors' simulations meet exact constraints at specific times, and their simulations retain the global properties present in unconstrained motion.

Multi‐Resolution Rendering of Complex Animated Scenes

This work introduces a novel sampling and stratification algorithm to efficiently generate suitable point sample sets for moving triangle meshes to render highly complex keyframe animations like crowd scenes in real‐time.

Towards Interactive Real‐Time Crowd Behavior Simulation

A modular behavioural architecture of a multi‐agent system allowing autonomous and scripted behaviour of agents supporting variety is defined, and the concept of levels of variety is introduced.

Opengl programming guide: the official guide to learning opengl

The OpenGLProgramming Guide, Seventh Edition, provides definitive and comprehensive information on OpenGL and the OpenGL Utility Library and continues the discussion of the OpenGL Shading Language (GLSL) and explains the mechanics of using this language to create complex graphics effects and boost the computational power of OpenGL.

Flocks, herds, and schools: a distributed behavioral model

This paper explores an approach based on simulation as an alternative to scripting the paths of each bird individually, an elaboration of a particle system, with the simulated birds being the particles.

Synthesizing realistic facial expressions from photographs

We present new techniques for creating photorealistic textured 3D facial models from photographs of a human subject, and for creating smooth transitions between different facial expressions by

Flocks, herds and schools: A distributed behavioral model

This paper explores an approach based on simulation as an alternative to scripting the paths of each bird individually, an elaboration of a particle systems, with the simulated birds being the particles.

WYSIWYG NPR: drawing strokes directly on 3D models

We present a system that lets a designer directly annotate a 3D model with strokes, imparting a personal aesthetic to the non-photorealistic rendering of the object. The artist chooses a "brush"