Browsing by Subject "crowd simulations"
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Crowd and group simulation with levels of detail for geometry, motion and conversational behaviour
(2002)Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. ... -
Crowd creation pipeline for games
(2006)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 ... -
Perceptual evaluation of level of detail clothing for virtual humans
(2006)Recent developments in crowd simulation have allowed thousands of characters to be rendered in real-time. Usually this is achieved through the use of Level of Detail (LOD) models for the individuals in the crowd. ...