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dc.contributor.authorDOBBYN, SIMON
dc.contributor.authorMCDONNELL, RACHEL
dc.contributor.authorO'SULLIVAN, CAROL ANN
dc.date.accessioned2008-07-04T15:58:26Z
dc.date.available2008-07-04T15:58:26Z
dc.date.createdNovember 2006en
dc.date.issued2006
dc.date.submitted2006en
dc.identifier.citationRachel 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.otherY
dc.identifier.urihttp://hdl.handle.net/2262/18100
dc.descriptionPUBLISHEDen
dc.description.abstractWith 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.extent183en
dc.format.extent190en
dc.format.extent1325077 bytes
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.rightsYen
dc.subjectcrowd simulationsen
dc.subject3D modellingen
dc.titleCrowd creation pipeline for gamesen
dc.typeConference Paperen
dc.type.supercollectionscholarly_publicationsen
dc.type.supercollectionrefereed_publicationsen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/osullica
dc.identifier.rssurihttp://isg.cs.tcd.ie/cosulliv/Pubs/CGames2006.pdf


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