2009
DOI: 10.1109/mcg.2009.76
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YaQ: An Architecture for Real-Time Navigation and Rendering of Varied Crowds

Abstract: The YaQ software platform is a complete system dedicated to real-time crowd simulation and rendering. Fitting multiple application domains, such as video games and VR, YaQ aims to provide efficient algorithms to generate crowds comprising up to thousands of varied virtual humans navigating in large-scale, global environments.

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Cited by 20 publications
(11 citation statements)
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“…As stated in [26], variety is an important aspect of crowd simulation. We initialize the game with individual-based unique attributes and update them separately as shown in Fig.…”
Section: Methodsmentioning
confidence: 99%
“…As stated in [26], variety is an important aspect of crowd simulation. We initialize the game with individual-based unique attributes and update them separately as shown in Fig.…”
Section: Methodsmentioning
confidence: 99%
“…Moreover, the model from Ai and colleagues depends on heavy computation, causing the number of properly rendered avatars was too low. The maximum number of rendered avatars was below one thousand, which could not meet the need for a large-scale group's real-time simulation.In crowd simulation and rendering realm, Maim and colleagues developed an application using efficient algorithm and technique based on segmentation maps to generate unique avatars [Maim et al 2009;Maïm et al 2009]. While aiming at real-time simulation on the web, we used parameterization and cloning technology to generate thousands of varied virtual humans navigating in large-scale scenario online.…”
Section: Related Workmentioning
confidence: 99%
“…The focus of this paper is local collision avoidance in multiagents systems. However, there are still excellent surveys such as and and comprehensive applications such as and that covers the real‐time crowd simulation research area, and we refer the reader to these papers for more details.…”
Section: Literature Backgroundmentioning
confidence: 99%
“…Recently, many researchers focused on using the GPU power for crowd behavior simulation (in addition to rendering). The reason to that is one can easily simulate a large crowd that a CPU can never achieve in real time . However, GPU‐based crowd simulation techniques utilize almost the full power of the GPU, thus not enough computing resources left for rendering tasks.…”
Section: Literature Backgroundmentioning
confidence: 99%