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dc.contributor.authorThalmann, Danielen_US
dc.contributor.authorO'Sullivan, Carolen_US
dc.contributor.authorYersin, Barbaraen_US
dc.contributor.authorMaïm, Jonathanen_US
dc.contributor.authorMcDonnell, Rachelen_US
dc.contributor.editorKarol Myszkowski and Vlastimil Havranen_US
dc.date.accessioned2015-07-14T12:25:19Z
dc.date.available2015-07-14T12:25:19Z
dc.date.issued2007en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egt.20071061en_US
dc.description.abstractFor many years, it was a challenge to produce realistic virtual crowds for special effects in movies. Now, there is a new challenge: the production of real-time autonomous Virtual Crowds. Real-time crowds are necessary for games, VR systems for training and simulation and crowds in Augmented Reality applications. Autonomy is the only way to create believable crowds reacting to events in real-time. This course will present state-of-the-art techniques and methods.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleEG 2007 Course on Populating Virtual Environments with Crowdsen_US
dc.description.seriesinformationEurographics 2007 - Tutorialsen_US
dc.description.sectionheadersVirtual Humanoidsen_US
dc.identifier.doi10.2312/egt.20071061en_US
dc.identifier.pages23-123en_US


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