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dc.contributor.authorJordao, Kevinen_US
dc.contributor.authorPettré, Julienen_US
dc.contributor.authorChristie, Marcen_US
dc.contributor.authorCani, Marie-Pauleen_US
dc.contributor.editorB. Levy and J. Kautzen_US
dc.date.accessioned2015-03-03T12:29:23Z
dc.date.available2015-03-03T12:29:23Z
dc.date.issued2014en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12316en_US
dc.description.abstractWe introduce "Crowd Sculpting": a method to interactively design populated environments by using intuitive deformation gestures to drive both the spatial coverage and the temporal sequencing of a crowd motion. Our approach assembles large environments from sets of spatial elements which contain inter-connectible, periodic crowd animations. Such a Crowd Patches approach allows us to avoid expensive and difficult-to-control simulations. It also overcomes the limitations of motion editing, that would result into animations delimited in space and time. Our novel methods allows the user to control the crowd patches layout in ways inspired by elastic shape sculpting: the user creates and tunes the desired populated environment through stretching, bending, cutting and merging gestures, applied either in space or time. Our examples demonstrate that our method allows the space-time editing of very large populations and results into endless animation, while offering real-time, intuitive control and maintaining animation quality.en_US
dc.publisherThe Eurographics Association and John Wiley and Sons Ltd.en_US
dc.titleCrowd Sculpting: A Space-time Sculpting Method for Populating Virtual Environmentsen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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