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dc.contributor.authorTecchia, Francoen_US
dc.contributor.authorLoscos, Celineen_US
dc.contributor.authorChrysanthou, Yiorgosen_US
dc.date.accessioned2015-02-16T07:26:44Z
dc.date.available2015-02-16T07:26:44Z
dc.date.issued2002en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00633en_US
dc.description.abstractReal-time crowd visualization has recently attracted quite an interest from the graphics community and, asinteractive applications become even more complex, there is a natural demand for new and unexplored applicationscenarios. However, the interactive simulation of complex environments populated by large numbers of virtualcharacters is a composite problem which poses serious difficulties even on modern computer hardware. In thispaper we look at methods to deal with various aspects of crowd visualization, ranging from collision detectionand behaviour modeling to fast rendering with shadows and quality shading. These methods make extensive useof current graphics hardware capabilities with the aim of providing scalability without compromising run-timespeed. Results from a system employing these techniques seem to suggest that simulations of reasonably complexenvironments populated with thousands of animated characters are possible in real-time.ACM CSS: I.3.7 Three-Dimensional Graphics and Realism-Animationen_US
dc.publisherBlackwell Publishers, Inc and the Eurographics Associationen_US
dc.titleVisualizing Crowds in Real-Timeen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume21en_US
dc.description.number4en_US
dc.identifier.doi10.1111/1467-8659.00633en_US
dc.identifier.pages753-765en_US


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