Abstract
Before an environment can be populated with characters, a set of models must first be acquired and prepared. Sometimes it may be possible for artists to create each virtual character individually - for example, if only a small number of individuals are needed, or there are many artists available to create a larger population of characters. However, for most applications that need large and heterogeneous groups or crowds, more automatic methods of generating large numbers of humans, animals or other characters are needed. Fortunately, depending on the context, it is not the case that all types of variety are equally important. Sometimes quite simple methods for creating variations, which do not over-burden the computing resources available, can be as effective as, and perceptually equivalent to, far more resource-intensive approaches. In this paper, we present some recent research and development efforts that aim to create and evaluate variety for characters, in their bodies, faces, movements, behaviours and sounds.
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
Allen, B., Curless, B., Popović, Z.: The space of human body shapes: reconstruction and parameterization from range scans. In: ACM SIGGRAPH 2003, pp. 587–594 (2003)
Allen, B., Curless, B., Popović, Z., Hertzmann, A.: Learning a correlated model of identity and pose-dependent body shape variation for real-time synthesis. In: Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation, pp. 147–156 (2006)
Anguelov, D., Srinivasan, P., Koller, D., Thrun, S., Rodgers, J., Davis, J.: Scape: shape completion and animation of people. ACM Transactions on Graphics 24(3), 408–416 (2005)
Black, A.W., Zen, H., Tokuda, K.: Statistical parametric speech synthesis. In: Acoustics, Speech and Signal Processing, 2007, vol. 4, pp. IV–1229–IV–1232 (2007)
Brand, M., Hertzmann, A.: Style machines. In: ACM SIGGRAPH 2000, pp. 183–192 (2000)
Braun, A., Musse, S.R., de Oliveira, L.P.L., Bodmann, B.E.J.: Modeling individual behaviors in crowd simulation. In: Computer Animation and Social Agents (CASA 2003), p. 143. IEEE Computer Society, Los Alamitos (2003)
De Heras, C.P., Schertenleib, S., Mäim, J., Thalmann, D.: Real-time shader rendering for crowds in virtual heritage. In: Proceedings of the 6th international Symposium on Virtual Reality, Archeology and Cultural Heritage (VAST 2005), pp. 1–8 (2005)
De Heras, C.P., Schertenleib, S., Mäim, J., Thalmann, D.: Reviving the roman odeon of aphrodisias: Dynamic animation and variety control of crowds in virtual heritage. In: VSMM: Virtual Systems and Multimedia, pp. 601–610 (2005)
Dobbyn, S., Hamill, J., O’Conor, K., O’Sullivan, C.: Geopostors: a real-time geometry / impostor crowd rendering system. ACM Transactions on Graphics 24(3), 933 (2005)
Dobbyn, S., McDonnell, R., Kavan, L., Collins, S., O’Sullivan, C.: Clothing the masses: Real-time clothed crowds with variation. In: Eurographics Short Papers, pp. 103–106 (2006)
Durupinar, F., Allbeck, J., Pelechano, N., Badler, N.: Creating crowd variation with the ocean personality model. In: AAMAS 2008: Proceedings of the 7th international joint conference on Autonomous agents and multiagent systems, pp. 1217–1220 (2008)
Ennis, C., Peters, C., O’Sullivan, C.: Perceptual evaluation of position and orientation context rules for pedestrian formations. In: APGV 2008: Proceedings of the 5th symposium on Applied perception in graphics and visualization, pp. 75–82 (2008)
Galli, P.: Madagascar tech turns imagination into reality (2005), eWeek.com
Galvao, R., Laycock, R., Day, A.M.: Gpu techniques for creating visually diverse crowds in real-time. In: VRST 2008: Proceedings of the 2008 ACM symposium on Virtual reality software and technology, pp. 79–86 (2008)
Giese, M., Poggio, T.: Morphable models for the analysis and synthesis of complex motion patterns. International Journal of Computer Vision 38(1), 59–73 (2000)
Hasler, N., Stoll, C., Sunkel, M., Rosenhahn, B., Seidel, H.-P.: A statistical model of human pose and body shape. Computer Graphics Forum (Eurographics 2009) 28(2), 337–346 (2009)
Heck, R., Kovar, L., Gleicher, M.: Splicing upper-body actions with locomotion. Computer Graphics Forum (Eurographics 2006) 25(3), 459–466 (2006)
Hsu, E., Pulli, K., Popović, J.: Style translation for human motion. ACM Transactions on Graphics (SIGGRAPH 2005) 24(3), 1082–1089 (2005)
Jarudi, I.N., Sinha, P.: Relative contributions of internal and external features to face recognition. Technical Report CBCL Paper #225/AI Memo #2003-004, Massachusetts Institute of Technology (2003)
McDonnell, R., Ennis, C., Dobbyn, S., O’Sullivan, C.: Talking bodies: Sensitivity to de-synchronisation of conversations, vol. 6(4) (to appear, 2009)
McDonnell, R., Jörg, S., Hodgins, J.K., Newell, F., O’Sullivan, C.: Evaluating the effect of motion and body shape on the perceived sex of virtual characters. TAP 5(4), 1–14 (2009)
McDonnell, R., Larkin, M., Dobbyn, S., Collins, S., O’Sullivan, C.: Clone attack! perception of crowd variety. ACM Transactions on Graphics (SIGGRAPH 2008) 27(3) (2008)
McDonnell, R., Larkin, M., Hernández, B., Rudomín, I., O’Sullivan, C.: Eye-catching crowds: saliency based selective variation. ACM Transactions on Graphics (SIGGRAPH 2009) 28(3) (2009)
Moeck, T., Bonneel, N., Tsingos, N., Drettakis, G., Viaud-Delmon, I., Alloza, D.: Progressive perceptual audio rendering of complex scenes. In: I3D 2007: Proceedings of the 2007 symposium on Interactive 3D graphics and games, pp. 189–196 (2007)
Paris, S., Donikian, S.: Activity-driven populace: a cognitive approach for crowd simulation. IEEE Computer Graphics and Applications (Virtual Populace special issue) 29(4), 34–43 (2009)
Paris, S., Donikian, S., Bonvalet, N.: Environmental abstraction and path planning techniques for realistic crowd simulation. Computer Animation and Virtual Worlds 17, 325–335 (2006)
Peters, C., Ennis, C.: Modelling groups of plausible virtual pedestrians. IEEE Computer Graphics and Applications (Virtual Populace special issue) 29(4), 54–63 (2009)
Seo, H., Cordier, F., Magnenat-Thalmann, N.: Synthesizing animatable body models with parameterized shape modifications. In: ACM SIGGRAPH/Eurographics Symposium on Computer Animation, pp. 120–125 (2003)
Sinha, P., Balas, B., Ostrovsky, Y., Russell, R.: Face recognition by humans: 19 results all computer vision researchers should know about. Proceedings of the IEEE 94(11), 1948–1962 (2006)
Tecchia, F., Loscos, C., Chrysanthou, Y.: Visualizing crowds in real-time. Computer Graphics Forum (Eurographics 2002) 21(4), 753–765 (2002)
Tsingos, N., Gallo, E., Drettakis, G.: Perceptual audio rendering of complex virtual environments. In: ACM SIGGRAPH 2004, pp. 249–258 (2004)
Ulicny, B., Thalmann, D.: Towards interactive real-time crowd behavior simulation. Computer Graphics Forum 21(4), 767–775 (2002)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2009 Springer-Verlag Berlin Heidelberg
About this paper
Cite this paper
O’Sullivan, C. (2009). Variety Is the Spice of (Virtual) Life. In: Egges, A., Geraerts, R., Overmars, M. (eds) Motion in Games. MIG 2009. Lecture Notes in Computer Science, vol 5884. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-10347-6_8
Download citation
DOI: https://doi.org/10.1007/978-3-642-10347-6_8
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-10346-9
Online ISBN: 978-3-642-10347-6
eBook Packages: Computer ScienceComputer Science (R0)