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GPU techniques for creating visually diverse crowds in real-time

Published: 27 October 2008 Publication History

Abstract

Real-time crowds significantly improve the realism of virtual environments, therefore their use has increased considerably over the last few years in a variety of applications, including real-time games and virtual tourism. However, due to current hardware limitations, crowd variety tends to be sacrificed in order for the crowd simulation to execute in real-time, which decreases the quality and realism of the crowd.
Currently the little variety that is incorporated in real-time crowds tends to be applied by modulating each avatar with random colours, which has a detrimental effect on the texture quality. Furthermore, the existing crowd variety is often hard to define and control. To overcome these problems a set of techniques are presented, which defines and controls crowd variety, to further improve on current variety and quality of crowds. These techniques permit variety to be introduced: by changing the body mass via the application of a displacement map onto the mesh; by scaling the skeleton of the avatar; by applying HSV colour shifts to different parts of the avatar; and by transferring textures between avatar models. The appearance of the avatars under animation is also improved via the use of muscle displacement within the mesh. With the new techniques, the visual quality of the crowd is improved due to the increase in diversity.

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Cited By

View all
  • (2022)Authoring Virtual Crowds: A SurveyComputer Graphics Forum10.1111/cgf.1450641:2(677-701)Online publication date: 24-May-2022
  • (2013)Reducing Memory Requirements for Diverse Animated CrowdsProceedings of Motion on Games10.1145/2522628.2522901(77-86)Online publication date: 6-Nov-2013
  • (2012)Accelerating agent-based computation of complex urban systemsInternational Journal of Geographical Information Science10.1080/13658816.2012.66989126:10(1917-1937)Online publication date: 1-Oct-2012
  • Show More Cited By

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Published In

cover image ACM Conferences
VRST '08: Proceedings of the 2008 ACM symposium on Virtual reality software and technology
October 2008
288 pages
ISBN:9781595939517
DOI:10.1145/1450579
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 27 October 2008

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Author Tags

  1. crowd
  2. real-time
  3. variety

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VRST08

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VRST '08 Paper Acceptance Rate 12 of 68 submissions, 18%;
Overall Acceptance Rate 66 of 254 submissions, 26%

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VRST '24

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Cited By

View all
  • (2022)Authoring Virtual Crowds: A SurveyComputer Graphics Forum10.1111/cgf.1450641:2(677-701)Online publication date: 24-May-2022
  • (2013)Reducing Memory Requirements for Diverse Animated CrowdsProceedings of Motion on Games10.1145/2522628.2522901(77-86)Online publication date: 6-Nov-2013
  • (2012)Accelerating agent-based computation of complex urban systemsInternational Journal of Geographical Information Science10.1080/13658816.2012.66989126:10(1917-1937)Online publication date: 1-Oct-2012
  • (2009)Sizing avatars from skin weightsProceedings of the 16th ACM Symposium on Virtual Reality Software and Technology10.1145/1643928.1643956(123-126)Online publication date: 18-Nov-2009
  • (2009)Variety Is the Spice of (Virtual) LifeProceedings of the 2nd International Workshop on Motion in Games10.1007/978-3-642-10347-6_8(84-93)Online publication date: 15-Nov-2009

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