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. Approaches that reduce the complexity of motions generated have also been proposed. In this paper, we describe ongoing development of a framework for Adaptive Level Of Detail for Human Animation (ALOHA), which incorporates levels of detail for not only geometry and motion, but also includes a complexity gradient for natural behaviour, both conversational and social
PhDAs humans, our fascination with recreating images of ourselves began with parietal art many thou...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
Human-Robot/Agent Interaction is well researched in many areas, but approaches commonly either focus...
Recent technological improvement in character animation has increased the number of characters that ...
Crowd simulation methods generally focus on high fidelity 2D trajectories but ignore detailed 3D bod...
Abstract. This paper presents a framework for crowd modeling that produces socially plausible animat...
Creating virtual scenarios that simulate a substantial human population with typical and varied beha...
Recent technological improvement in character animation has increased the number of characters that ...
We present a crowd model derives from Common Ground theory to accommodate high-level socially-aware ...
The aim of this thesis is to investigate computational models of non-verbal social interaction for t...
One of the key components of the suspension of disbelief in real-time 3D simulations is the apparent...
Crowd simulations are widely used for entertainment, evacuation training, architectural design and n...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
The purpose of this paper is to identify the problems to solve in order to simulate real-time crowds...
International audienceAnimating numerous humans in virtual worlds with real-time constraint is diffi...
PhDAs humans, our fascination with recreating images of ourselves began with parietal art many thou...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
Human-Robot/Agent Interaction is well researched in many areas, but approaches commonly either focus...
Recent technological improvement in character animation has increased the number of characters that ...
Crowd simulation methods generally focus on high fidelity 2D trajectories but ignore detailed 3D bod...
Abstract. This paper presents a framework for crowd modeling that produces socially plausible animat...
Creating virtual scenarios that simulate a substantial human population with typical and varied beha...
Recent technological improvement in character animation has increased the number of characters that ...
We present a crowd model derives from Common Ground theory to accommodate high-level socially-aware ...
The aim of this thesis is to investigate computational models of non-verbal social interaction for t...
One of the key components of the suspension of disbelief in real-time 3D simulations is the apparent...
Crowd simulations are widely used for entertainment, evacuation training, architectural design and n...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
The purpose of this paper is to identify the problems to solve in order to simulate real-time crowds...
International audienceAnimating numerous humans in virtual worlds with real-time constraint is diffi...
PhDAs humans, our fascination with recreating images of ourselves began with parietal art many thou...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
Human-Robot/Agent Interaction is well researched in many areas, but approaches commonly either focus...