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Scalable Solutions for Simulating, Animating, and Rendering Real-Time Crowds of Diverse Virtual Humans

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Modeling, Simulation and Visual Analysis of Crowds

Part of the book series: The International Series in Video Computing ((VICO,volume 11))

Abstract

In this chapter, we describe how we can model crowds in real-time using dynamic meshes, static meshes and impostors.Techniques to introduce variety in crowds including colors, shapes, textures, individual animation, individualized path-planning, simple and complex accessories are explained. We also present a hybrid architecture to handle the path planning of thousands of pedestrians in real time, while ensuring dynamic collision avoidance. Several behavioral aspects are presented as gaze control, group behavior, as well as the specific technique of crowd patches. Several case-studies are shown in cultural heritage and social phobia.

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Acknowledgements

Most of this research has been performed at the VRlab in EPFL, directed by the first author.

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Correspondence to Daniel Thalmann .

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Thalmann, D., Grillon, H., Maïm, J., Yersin, B. (2013). Scalable Solutions for Simulating, Animating, and Rendering Real-Time Crowds of Diverse Virtual Humans. In: Ali, S., Nishino, K., Manocha, D., Shah, M. (eds) Modeling, Simulation and Visual Analysis of Crowds. The International Series in Video Computing, vol 11. Springer, New York, NY. https://doi.org/10.1007/978-1-4614-8483-7_6

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  • DOI: https://doi.org/10.1007/978-1-4614-8483-7_6

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