ACM SIGGRAPH 2005 Courses on - SIGGRAPH '05 2005
DOI: 10.1145/1198555.1198671
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Crowd and group animation

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Cited by 9 publications
(6 citation statements)
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“…Virtual Crowd is a wide topic that raises numerous problems including population design, control, simulation or rendering and was surveyed in recent books [Thalmann and Raupp Musse 2007;Pelechano et al 2008] and tutorials [Thalmann et al 2005;Halperin et al 2009]. This overview focuses on crowd simulation, the objective of which can be restrictively defined as computing global locomotion trajectories to achieve goal-driven collision-free navigation for crowds of walkers.…”
Section: Related Workmentioning
confidence: 99%
“…Virtual Crowd is a wide topic that raises numerous problems including population design, control, simulation or rendering and was surveyed in recent books [Thalmann and Raupp Musse 2007;Pelechano et al 2008] and tutorials [Thalmann et al 2005;Halperin et al 2009]. This overview focuses on crowd simulation, the objective of which can be restrictively defined as computing global locomotion trajectories to achieve goal-driven collision-free navigation for crowds of walkers.…”
Section: Related Workmentioning
confidence: 99%
“…It was surveyed in recent books [Thalmann and Raupp Musse 2007;Pelechano et al 2008] and tutorials [Thalmann et al 2005;Halperin et al 2009]. This overview focuses on crowd simulation, whose objective can be restrictively defined as computing global locomotion trajectories to achieve goal-driven collision-free navigation for crowds of walkers.…”
Section: Related Workmentioning
confidence: 99%
“…One of the most challenging issues in computer graphics is to generate human models and to perform the simulations in a virtual space. In order to generate virtual human models, many technologies should be integrated such as motion capture, face and body modeling, motion control, groups and crowd simulation, interaction with 3D objects, and so on (Magnenat- Thalmann and Thalmann (2004)). In addition, human behavior model should be divided into some categories such as individual, groups and crowd (Thalmann (2004)).…”
Section: Introduction and Related Workmentioning
confidence: 99%
“…In order to generate virtual human models, many technologies should be integrated such as motion capture, face and body modeling, motion control, groups and crowd simulation, interaction with 3D objects, and so on (Magnenat- Thalmann and Thalmann (2004)). In addition, human behavior model should be divided into some categories such as individual, groups and crowd (Thalmann (2004)). Reynolds (1999) decomposed the motion of human behavior into 3 levels: action selection, steering, and locomotion.…”
Section: Introduction and Related Workmentioning
confidence: 99%