2009
DOI: 10.1109/mcg.2009.129
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Unique Character Instances for Crowds

Abstract: Real-time crowd simulations are realistic only if each human instance looks unique. A proposed solution varies the shape of human instances by attaching accessories. It also modifies the instances' appearance with a generic technique based on segmentation maps that can generate detailed color variety and patterns.

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Cited by 37 publications
(31 citation statements)
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“…Situations involving hostilities using resources such as stones and tear gas cannisters are modeled in CrowdMAGS (Moulin & Larochelle, 2010). While having a character possess various resources (its "inventory") is common in games and simulations, the portrayal of these items on a realistic body model is best exemplified by the approach to accessories in Maïm, Yersin, & Thalmann (2009). Accessories can range from small detail items such as watches or glasses to clothing options such as hats, or even to larger goods such as backpacks.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Situations involving hostilities using resources such as stones and tear gas cannisters are modeled in CrowdMAGS (Moulin & Larochelle, 2010). While having a character possess various resources (its "inventory") is common in games and simulations, the portrayal of these items on a realistic body model is best exemplified by the approach to accessories in Maïm, Yersin, & Thalmann (2009). Accessories can range from small detail items such as watches or glasses to clothing options such as hats, or even to larger goods such as backpacks.…”
Section: Related Workmentioning
confidence: 99%
“…Our interest was piqued by the unknown distribution of carried items in a "typical" urban setting. If we could obtain such data, existing computer animation techniques such as those in Maïm, Yersin, & Thalmann (2009), Bogdanovych et al (2010), or Liu, Hertzmann, & Popović (2005 could be exploited for crowd simulation realism.…”
Section: Related Workmentioning
confidence: 99%
“…This work was extended by [1] to generate the whole body of an avatar. A different approach was taken by [12] and [18] who used variance of attachments and textures over a predefined set of avatars, where avatars mainly differed in size and the type of textures, while still appearing as clones that undergone a minor modification.…”
Section: Related Workmentioning
confidence: 99%
“…For each instance, one texture is randomly chosen within the template's available set. Then, color and shape variety techniques are applied, so that instances of a same template and using the same texture are still different [1]. To generate many locomotion animations for each human template, we use a motion-capture-based locomotion engine [2,3].…”
Section: Varietymentioning
confidence: 99%