Proceedings of Motion on Games 2013
DOI: 10.1145/2522628.2522901
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Reducing Memory Requirements for Diverse Animated Crowds

Abstract: a) (b) Figure 1: Animated crowd with reduced memory requirements. (a) Crowd in summer clothing. (b) Crowd in winter clothing. AbstractLarge-scale crowd simulation and visualization is crucial for the next generation of interactive virtual environments. Current authoring techniques produce good results but are laborious, and demand valuable graphics memory and computational resources beyond the reach of consumer-level hardware. In this paper, we propose a technique for generating animatable characters for crowd… Show more

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Cited by 7 publications
(2 citation statements)
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“…We suggest as a reference, Hierarchical level of detail for varied animated crowds Hernández and Rudomin (2011). Likewise, techniques for generating many varied and animatable characters for crowdswith reduced memory requirements, and where the use of a texture space techniques allows painless animation transfer between different characters and for different levels of detail Ruiz et al (2013).…”
Section: Second Experiment: Results Using Snn and Svmmentioning
confidence: 99%
“…We suggest as a reference, Hierarchical level of detail for varied animated crowds Hernández and Rudomin (2011). Likewise, techniques for generating many varied and animatable characters for crowdswith reduced memory requirements, and where the use of a texture space techniques allows painless animation transfer between different characters and for different levels of detail Ruiz et al (2013).…”
Section: Second Experiment: Results Using Snn and Svmmentioning
confidence: 99%
“…This stage generates and animates 3D characters semi-automatically. [16]. Discrete level of detail (LoD) and view frustum culling (VFC) are implemented in GPU to visualize several hundreds of characters in real time [4].…”
Section: Gpu Cluster Crowd Visualizationmentioning
confidence: 99%