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dc.contributor.authorUlicny, Branislaven_US
dc.contributor.authorThalmann, Danielen_US
dc.date.accessioned2015-02-16T07:26:45Z
dc.date.available2015-02-16T07:26:45Z
dc.date.issued2002en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00634en_US
dc.description.abstractWhile virtual crowds are becoming common in non-real-time applications, the real-time domain is still relativelyunexplored. In this paper we discuss the challenges involved in creating such simulations, especially the needto efficiently manage variety. We introduce the concept of levels of variety. Then we present our work oncrowd behaviour simulation aimed at interactive real-time applications such as computer games or virtualenvironments. We define a modular behavioural architecture of a multi-agent system allowing autonomous andscripted behaviour of agents supporting variety. Finally we show applications of our system in a virtual realitytraining system and a virtual heritage reconstruction.ACM CSS: I.3.7 Three-Dimensional Graphics and Realism-Animation, I.2.11 Distributed ArtificialIntelligence-Multi-agent systemsen_US
dc.publisherBlackwell Publishers, Inc and the Eurographics Associationen_US
dc.titleTowards Interactive Real-Time Crowd Behavior Simulationen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume21en_US
dc.description.number4en_US
dc.identifier.doi10.1111/1467-8659.00634en_US
dc.identifier.pages767-775en_US


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