This paper presents an Animation Planning Mediator (APM) designed to synthesize animations efficiently for virtual characters in real time crowd simulation. From a set of animation clips, the APM selects the most appropriate and modifies the skeletal configuration of each character to satisfy desired constraints (e.g. eliminating foot-sliding or restricting upper body torsion), while still providing natural looking animations. We use a hardware accelerated character animation library to blend animations increasing the number of possible locomotion types. The APM allows the crowd simulation module to maintain control of path planning, collision avoidance and response. A key advantage of our approach is that the APM can be integrated with any...
Crowd Simulation and Visualization are an important aspect of many appli-cations such as Movies, Gam...
Simulation, animation and rendering of crowds has become an important part of real-time applications...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
This paper presents an Animation Planning Mediator (APM) designed to synthesize animations efficient...
This poster presents an efficient Animation Planning Mediator (APM) designed to animate virtual char...
Crowd systems are a vital part in virtual environment applications that are used in entertainment, e...
Crowd simulation methods generally focus on high fidelity 2D trajectories but ignore detailed 3D bod...
Crowd systems play an important role in virtual environment applications, such as those used in ente...
Nowadays crowd simulation is becoming more important in computer applications such as building evacu...
Simulated crowds can be found in a wide range of real-time applications. Examples include urban plan...
A huge collection of character animation techniques has been developed to date and impressive result...
In this master thesis, we have developed a framework to automate the process of generating animation...
This paper introduces a framework for real-time simulation and rendering of crowds navigating in a v...
Real-time crowds significantly improve the realism of virtual environments, therefore their use has ...
Abstract—The degrees of freedom of a crowd is much higher than that provided by a standard user inpu...
Crowd Simulation and Visualization are an important aspect of many appli-cations such as Movies, Gam...
Simulation, animation and rendering of crowds has become an important part of real-time applications...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...
This paper presents an Animation Planning Mediator (APM) designed to synthesize animations efficient...
This poster presents an efficient Animation Planning Mediator (APM) designed to animate virtual char...
Crowd systems are a vital part in virtual environment applications that are used in entertainment, e...
Crowd simulation methods generally focus on high fidelity 2D trajectories but ignore detailed 3D bod...
Crowd systems play an important role in virtual environment applications, such as those used in ente...
Nowadays crowd simulation is becoming more important in computer applications such as building evacu...
Simulated crowds can be found in a wide range of real-time applications. Examples include urban plan...
A huge collection of character animation techniques has been developed to date and impressive result...
In this master thesis, we have developed a framework to automate the process of generating animation...
This paper introduces a framework for real-time simulation and rendering of crowds navigating in a v...
Real-time crowds significantly improve the realism of virtual environments, therefore their use has ...
Abstract—The degrees of freedom of a crowd is much higher than that provided by a standard user inpu...
Crowd Simulation and Visualization are an important aspect of many appli-cations such as Movies, Gam...
Simulation, animation and rendering of crowds has become an important part of real-time applications...
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes ...