dc.contributor.author | Dobbyn, S. | en_US |
dc.contributor.author | McDonnell, R. | en_US |
dc.contributor.author | Kavan, L. | en_US |
dc.contributor.author | Collins, S. | en_US |
dc.contributor.author | O'Sullivan, C. | en_US |
dc.contributor.editor | Dieter Fellner and Charles Hansen | en_US |
dc.date.accessioned | 2015-07-19T17:09:48Z | |
dc.date.available | 2015-07-19T17:09:48Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egs.20061038 | en_US |
dc.description.abstract | The 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.publisher | The Eurographics Association | en_US |
dc.title | Clothing the Masses: Real-Time Clothed Crowds With Variation | en_US |
dc.description.seriesinformation | EG Short Papers | en_US |
dc.description.sectionheaders | Session 2 c: Modeling | en_US |
dc.identifier.doi | 10.2312/egs.20061038 | en_US |
dc.identifier.pages | 103-106 | en_US |