dc.contributor.author | DOBBYN, SIMON | |
dc.contributor.author | MCDONNELL, RACHEL | |
dc.contributor.author | O'SULLIVAN, CAROL ANN | |
dc.date.accessioned | 2008-07-04T15:58:26Z | |
dc.date.available | 2008-07-04T15:58:26Z | |
dc.date.created | November 2006 | en |
dc.date.issued | 2006 | |
dc.date.submitted | 2006 | en |
dc.identifier.citation | Rachel McDonnell and Simon Dobbyn and Carol O'Sullivan. 'Crowd creation pipeline for games' in proceedings of the 9th International Conference on Computer Games (CGames 2006), Dublin, November 2006, pp. 183 - 190. | en |
dc.identifier.other | Y | |
dc.identifier.uri | http://hdl.handle.net/2262/18100 | |
dc.description | PUBLISHED | en |
dc.description.abstract | With the increase in realism of games based in stadiums and urban environments, real-time crowds are becoming
essential in order to provide a believable environment. However, realism is still largely lacking due to the computation
required. In this paper, we describe the pipeline of work needed in order to prepare and export models
from a 3D modelling package into a crowd system. For our crowd, we use a hybrid geometry/impostor approach
which allows thousands of characters to be rendered of high visual quality. We use pre-simulated sequences of
cloth to further enhance the characters appearance, along with perceptual metrics to balance computation with
visual fidelity. | en |
dc.format.extent | 183 | en |
dc.format.extent | 190 | en |
dc.format.extent | 1325077 bytes | |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.rights | Y | en |
dc.subject | crowd simulations | en |
dc.subject | 3D modelling | en |
dc.title | Crowd creation pipeline for games | en |
dc.type | Conference Paper | en |
dc.type.supercollection | scholarly_publications | en |
dc.type.supercollection | refereed_publications | en |
dc.identifier.peoplefinderurl | http://people.tcd.ie/osullica | |
dc.identifier.rssuri | http://isg.cs.tcd.ie/cosulliv/Pubs/CGames2006.pdf | |