Unique Character Instances for Crowds

@article{Mam2009UniqueCI,
  title={Unique Character Instances for Crowds},
  author={Jonathan Ma{\"i}m and Barbara Yersin and Daniel Thalmann},
  journal={IEEE Computer Graphics and Applications},
  year={2009},
  volume={29},
  pages={82-90}
}
Real-time crowd simulations are realistic only if each human instance looks unique. A proposed solution varies the shape of human instances by attaching accessories. It also modifies the instances' appearance with a generic technique based on segmentation maps that can generate detailed color variety and patterns. 

Figures and Tables from this paper

YaQ: An Architecture for Real-Time Navigation and Rendering of Varied Crowds

The YaQ software platform is a complete system dedicated to real-time crowd simulation and rendering that aims to provide efficient algorithms to generate crowds comprising up to thousands of varied virtual humans navigating in large-scale, global environments.

Scalable Solutions for Simulating, Animating, and Rendering Real-Time Crowds of Diverse Virtual Humans

This chapter describes how to model crowds in real-time using dynamic meshes, static meshes and impostors, and presents a hybrid architecture to handle the path planning of thousands of pedestrians in real time, while ensuring dynamic collision avoidance.

Improving crowd behaviour for games and virtual worlds

How to improve the believability of real-time crowd behaviour by enhancing path-planning methods and introducing more behavioural diversity is discussed.

Authoring Virtual Crowds: A Survey

This paper presents a categorisation of the authorable crowd simulation components, ranging from high‐level behaviours and path‐planning to local movements, as well as animation and visualisation, and provides a review of the most relevant methods in each area.

Context-Aware Motion Diversification for Crowd Simulation

  • Qin GuZ. Deng
  • Computer Science
    IEEE Computer Graphics and Applications
  • 2011
A proposed approach dynamically controls agents' motion styles to increase a crowd's motion variety to maximize both the style variety of local neighbors and global style utilization while maintaining a consistent style for each agent that's as natural as possible.

A Survey of Real‐Time Crowd Rendering

This survey overviews character animation techniques, as they are highly tied to crowd rendering performance, and then analyzes the state of the art in crowd rendering, and provides an exhaustive comparison of the most relevant approaches in the field.

Geometric Issues in Reconstruction of Virtual Heritage Involving Large Populations

This Chapter discusses the methods involved in the generation of large crowds of Virtual Humans in environments like cities. We focus on the geometric aspects of these methods in the different steps

Gaze Behaviors for Virtual Crowd Characters

A crowd engine is presented, to which an extra layer is introduced which allows its characters to produce gaze behaviors and thus enhance crowd realism by allowing the characters composing it to be aware of their environment and other characters and/or a user.

Reducing Memory Requirements for Diverse Animated Crowds

This paper proposes a technique for generating animatable characters for crowds that reduces memory requirements by 91% when compared to traditional libraries, and can also generate previously nonexistent characters from the original data set.

Realistic Pedestrian Simulation Based on the Environmental Attention Model

An environmental attention model is set up, which simulates various attention targets of virtual characters influenced by the surrounding environment, to implement the attention individualization ofvirtual characters, and thereby, improve the diversity of crowd animation.

References

SHOWING 1-10 OF 12 REFERENCES

Impostors and pseudo-instancing for GPU crowd rendering

This paper presents a technique suitable to render large crowds of characters that takes advantage of existing programmable graphics hardware and uses Impostors for low-detail representation and pseudo-instancing for higher detail.

Survey of Real‐Time Rendering Techniques for Crowds

This paper aims to give an overview of the techniques designed to alter the complexity of the model's geometry, or replace it with a flat image (visual impostor) and to improve the lighting model (lighting and shadows).

Clothing the Masses: Real-Time Clothed Crowds With Variation

This work has developed a crowd system in which the individuals are endowed with realism and variety through the addition of physically imulated clothing and hardware assisted pattern variation.

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

Drawing a Crowd

This chapter presents a technique for efficiently rendering a large crowd of characters while taking steps to avoid a repetitious appearance, and describes techniques used to draw such crowd scenes, including methods for rendering multiple characters per draw call, each with their own unique animation.

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.

Nailboards: A Rendering Primitive for Image Caching in Dynamic Scenes

This paper proposes a simple augmentation to texture mapping hardware which produces the correct depth buffer content and hence correct visibility when replacing complex objects by partially

Real-time display of virtual humans: levels of details and impostors

A hardware-independent technique that improves the display rate of animated characters by acting on the sole geometric and rendering information and shows how impostors can be used to render virtual humans.

Deterministic sampling methods for spheres and SO(3)

  • A. YershovaS. LaValle
  • Computer Science
    IEEE International Conference on Robotics and Automation, 2004. Proceedings. ICRA '04. 2004
  • 2004
An infinite sequence of samples is shown to achieve low-dispersion, which aids in the development of resolution complete algorithms, lattice structure, which allows easy neighbor identification that is comparable to what is obtained for a grid in /spl Ropf//sup d/, and incremental quality, which is similar to that obtained by random sampling.

Environment Mapping and Other Applications of World Projections

  • Ned Greene
  • Environmental Science
    IEEE Computer Graphics and Applications
  • 1986
A uniform framework for representing and using world projections is proposed and it is argued that the best general-purpose representation is the is projection onto a cube.