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dc.contributor.authorRyder, G.en_US
dc.contributor.authorFlack, P.en_US
dc.contributor.authorDay, A. M.en_US
dc.contributor.editorY. Chrysanthou and K. Cain and N. Silberman and F. Niccoluccien_US
dc.date.accessioned2014-01-31T08:18:54Z
dc.date.available2014-01-31T08:18:54Z
dc.date.issued2004en_US
dc.identifier.isbn3-905673-18-5en_US
dc.identifier.issn1811-864Xen_US
dc.identifier.urihttp://dx.doi.org/10.2312/VAST/VAST04/029-036en_US
dc.description.abstractIn current city visualisations crowds are being included to increase realism in the scene. With the self-steering nature of crowds it is traditionally difficult to control the number of humans that could be in view at any one time. While rendering speedups have been successfully applied for many years, this paper takes another approach with the aim to keep a steady frame rate. We attempt to influence the crowd dynamics to maintain the frame rate, without this becoming apparent to the user. We show how this work can be applied to a virtual reality tour of a medieval town.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.8 [Computer Graphics]: Applications I.2.9en_US
dc.titleAdaptive Crowd Behaviour to Aid Real-Time Rendering of a Cultural Heritage Environmenten_US
dc.description.seriesinformationVAST 2004: The 5th International Symposium on Virtual Reality, Archaeology and Cultural Heritageen_US


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