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dc.contributor.authorDobbyn, S.en_US
dc.contributor.authorMcDonnell, R.en_US
dc.contributor.authorKavan, L.en_US
dc.contributor.authorCollins, S.en_US
dc.contributor.authorO'Sullivan, C.en_US
dc.contributor.editorDieter Fellner and Charles Hansenen_US
dc.date.accessioned2015-07-19T17:09:48Z
dc.date.available2015-07-19T17:09:48Z
dc.date.issued2006en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20061038en_US
dc.description.abstractThe animation and rendering of crowds of realistically clothed characters presents a difficult challenge in computer graphics, which is further exacerbated when real-time frame rates are required. To date, due to real-time constraints, standard skinning methods have been used to animate the clothes of individuals in real-time crowds, which does not create the appropriate secondary motion for flowing garments. However, plausible cloth simulation is vital for the depiction of realistic characters, so we have developed a novel crowd system in which the individuals are endowed with realism and variety through the addition of physically simulated clothing and hardware assisted pattern variation.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleClothing the Masses: Real-Time Clothed Crowds With Variationen_US
dc.description.seriesinformationEG Short Papersen_US
dc.description.sectionheadersSession 2 c: Modelingen_US
dc.identifier.doi10.2312/egs.20061038en_US
dc.identifier.pages103-106en_US


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