Crowd simulations are attracting increasing attention from both academia and the industry field and are implemented across a vast range of applications, from scientific demonstrations to video games and films. As such, the demand for greater realism in their aesthetics and the amount of agents involved is always growing. A successful crowd simulation must simulate large numbers of pedestrians' behaviours as realistically as possible in real-time. The thesis looks at two important aspects of crowd simulation and real-time animation. First, this thesis introduces a new data structure called Extended Oriented Bounding Box (EOBB) and related methods for fast collision detection and obstacle avoidance in the simulation of crowd motion in virt...
This thesis presents a novel crowd simulation method `Torso Crowds', aimed at the simulation of dens...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
Motion planning for multiple entities or a crowd is a challenging problem in today’s virtual environ...
Acceleration algorithms involving spatial partitioning methods are extensively used in crowd simulat...
Real-time crowd visualization has recently attracted quite an interest from the graphics community a...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
International audienceIn games, entertainment, medical and architectural applications , the creation...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
This paper introduces a framework for real-time simulation and rendering of crowds navigating in a v...
International audienceThe real-time simulation of human crowds has many applications. Simulating how...
International audienceThe real-time simulation of human crowds has many applications. Simulating how...
International audienceThe real-time simulation of human crowds has many applications. Simulating how...
Simulation of human crowds can create plausible human trajectories, predict likely flows of pedestri...
Crowd simulation is a large complex system that visualizes the behavior of crowd entities' movement ...
This thesis presents a novel crowd simulation method `Torso Crowds', aimed at the simulation of dens...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
Motion planning for multiple entities or a crowd is a challenging problem in today’s virtual environ...
Acceleration algorithms involving spatial partitioning methods are extensively used in crowd simulat...
Real-time crowd visualization has recently attracted quite an interest from the graphics community a...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtu...
International audienceIn games, entertainment, medical and architectural applications , the creation...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
This paper introduces a framework for real-time simulation and rendering of crowds navigating in a v...
International audienceThe real-time simulation of human crowds has many applications. Simulating how...
International audienceThe real-time simulation of human crowds has many applications. Simulating how...
International audienceThe real-time simulation of human crowds has many applications. Simulating how...
Simulation of human crowds can create plausible human trajectories, predict likely flows of pedestri...
Crowd simulation is a large complex system that visualizes the behavior of crowd entities' movement ...
This thesis presents a novel crowd simulation method `Torso Crowds', aimed at the simulation of dens...
In games, entertainment, medical and architectural ap-plications, the creation of populated virtual ...
Motion planning for multiple entities or a crowd is a challenging problem in today’s virtual environ...