Showing posts with label virtual crowds. Show all posts
Showing posts with label virtual crowds. Show all posts

Monday, March 24, 2008

Virtual Crowd Research Papers on the Web

This post is the kind of ambitious post. The purpose is to list every research paper about virtual crowds that are available on the web.

Work in progress, trying to add 3 papers per day week. I'm already publishing this post even if it's uncomplete to keep motivation to finish it !


Kavan, L.; Dobbyn, S.; Collins, S.; Zara, J.; O'Sullivan, C.
Polypostors: 2D Polygonal Impostors for 3D Crowds
I3D '08

Reynolds, C. W.
Big Fast Crowds on PS3
Sandbox Symposium '06

Dobbyn, S.; McDonnell, R.; Kavan, L.; Collins, S.; O'Sullivan, C.
Clothing the Masses:Real-Time Clothed Crowds with Variation
EG Short Papers '06

Dobbyn, S.; Hamill, J.; O'Conor, K.; O'Sullivan, C.
Geopostors: A Real-Time Geometry/Impostor Crowd Rendering System
I3D '05

Reynolds, C. W.
Steering Behaviors For Autonomous Characters
Game Developers Conference '99

Reynolds, C. W.
Flocks, Herds, and Schools: A Distributed Behavioral Model
SIGGRAPH '87

Friday, March 7, 2008

Work in Progress: Virtual Human Shape and Height Variety + Accessorized Animation

Here is some work in progress we're working on at the vrlab about real-time crowd variety. We're researching methods that allows to simulate varied crowd with a limited number of artists (in fact, currently one part-time artist !). The first part is about a simple and easy-to-use method for varying the shape and height of a few human templates. The second part is about creating variety at the animation level. Virtual humans are walking with accessorized locomotion cycles, carrying various stuff, like box (of beers!), pizzas, and ... mmmh ... flowers.