Creating an interactive simulation of a large urban environment populated with virtual humans poses a number of interesting challenges, ranging from how to initialise the virtual humans in the correct locations to maintaining a real-time simulation. When considering a large environment it is beneficial to investigate automatic techniques that create and simulate virtual humans using the available computing resources effectively. In this paper, two contributions towards the population of a large environment are described. The first presents two methods that use an automatic analysis of the urban environment to determine the required population densities throughout the scene. These methods ensure that the virtual humans are distributed such t...
This short paper reviews some of the results obtained withing the European Project CRIMSON.The Unite...
Populating an urban environment with a virtual crowd provides a dynamic element to an otherwise stat...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
Distributing a collection of virtual humans throughout a large urban environment, where limited sema...
International audienceFor many applications, exploring empty virtual cities is not sufficient: stree...
International audiencePopulating virtual environments (VEs) with large crowds is a subject that has ...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
International audienceIn games, entertainment, medical and architectural applications , the creation...
International audienceWe describe a method for populating large virtual environments with crowds of ...
Abstract—This paper deals with the implementation details and results of simulating a city populated...
In this paper, we outline the creation of an Informed Environment, dedicated to urban life simulatio...
Copyright © 2005 SAE International We present a technique for modeling large-scale urban environment...
Massive virtual models are one of the most computer graphics pieces required on the Internet especia...
Massive virtual models are one of the most computer graphics pieces required on the Internet, especi...
In this paper a novel technique is presented for representing a building façade's visual appearance ...
This short paper reviews some of the results obtained withing the European Project CRIMSON.The Unite...
Populating an urban environment with a virtual crowd provides a dynamic element to an otherwise stat...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
Distributing a collection of virtual humans throughout a large urban environment, where limited sema...
International audienceFor many applications, exploring empty virtual cities is not sufficient: stree...
International audiencePopulating virtual environments (VEs) with large crowds is a subject that has ...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
International audienceIn games, entertainment, medical and architectural applications , the creation...
International audienceWe describe a method for populating large virtual environments with crowds of ...
Abstract—This paper deals with the implementation details and results of simulating a city populated...
In this paper, we outline the creation of an Informed Environment, dedicated to urban life simulatio...
Copyright © 2005 SAE International We present a technique for modeling large-scale urban environment...
Massive virtual models are one of the most computer graphics pieces required on the Internet especia...
Massive virtual models are one of the most computer graphics pieces required on the Internet, especi...
In this paper a novel technique is presented for representing a building façade's visual appearance ...
This short paper reviews some of the results obtained withing the European Project CRIMSON.The Unite...
Populating an urban environment with a virtual crowd provides a dynamic element to an otherwise stat...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...