Recent advances in crowd simulation techniques have led to realistic agent and group behavior through elaborate behavioral models, complex motion planning algorithms and impressive physics systems. As many crowd simulation solutions typically target only specific types of environment and scenario, a variety of special-purpose methods and systems has emerged that are hard to re-configure and re-use in other contexts. Solving this situation demands a higher-level approach that takes re-use and configuration of crowds as a priority, for adequate application in a broad variety of scenarios, virtual environments and inter- action with the entities present in that environment. In this article we propose semantic crowds, a novel approach that allo...
There are currently a number of animation researchers that focus on simulating virtual crowds, but f...
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 ...
Recent advances in crowd simulation techniques have led to realistic agent and group behavior throug...
AbstractRecent advances in crowd simulation techniques have led to realistic agent and group behavio...
AbstractRecent advances in crowd simulation techniques have led to realistic agent and group behavio...
Crowd simulation is the act of simulating and controlling the dynamic movement of large groups of vi...
In the field of video surveillance, a large problem is often the acquiring of video feeds of specifi...
Recent advancements in crowd simulation unravel a wide range of functionalities for virtual agents, ...
Authoring meaningful crowds to populate a virtual city can be a cumbersome, time-consuming and an er...
Recent advancements in crowd simulation unravel a wide range of functionalities for virtual agents, ...
We adapt popular video games technology for an agent-based crowd simulation in an airport terminal. ...
Path planning and crowd simulation are important computational tasks in computer games and applicati...
The paper will cover the issues of Collective Behavior in complex and critical event in Virtual Envi...
There are currently a number of animation researchers that focus on simulating virtual crowds, but f...
There are currently a number of animation researchers that focus on simulating virtual crowds, but f...
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 ...
Recent advances in crowd simulation techniques have led to realistic agent and group behavior throug...
AbstractRecent advances in crowd simulation techniques have led to realistic agent and group behavio...
AbstractRecent advances in crowd simulation techniques have led to realistic agent and group behavio...
Crowd simulation is the act of simulating and controlling the dynamic movement of large groups of vi...
In the field of video surveillance, a large problem is often the acquiring of video feeds of specifi...
Recent advancements in crowd simulation unravel a wide range of functionalities for virtual agents, ...
Authoring meaningful crowds to populate a virtual city can be a cumbersome, time-consuming and an er...
Recent advancements in crowd simulation unravel a wide range of functionalities for virtual agents, ...
We adapt popular video games technology for an agent-based crowd simulation in an airport terminal. ...
Path planning and crowd simulation are important computational tasks in computer games and applicati...
The paper will cover the issues of Collective Behavior in complex and critical event in Virtual Envi...
There are currently a number of animation researchers that focus on simulating virtual crowds, but f...
There are currently a number of animation researchers that focus on simulating virtual crowds, but f...
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 ...