CW Reynolds - Game developers conference, 1999 - Citeseer
This paper presents solutions for one requirement of autonomous characters in animation and games: the ability to navigate around their world in a life-like and improvisational …
This paper aims to discuss the past, evolution, and new perspectives in crowd simulation. Many work have been produced and published in this area that was launched …
Mario A. Gutiérrez A., F Vexo, D Thalmann - 2008 - Springer
Since the first edition of this book in 2007, there has been a fast evolution in Virtual Reality. Palmer Luckey designed a prototype for what would become the Oculus Rift Virtual Reality …
During the past decade, high-performance computer graphics have found application in an exciting and expanding range of new domains. Among the most dramatic developments has …
Research into the methods and techniques used in simulating crowds has developed extensively within the last few years, particularly in the areas of video games and film …
X Tu, D Terzopoulos - Proceedings of the 21st annual conference on …, 1994 - dl.acm.org
This paper proposes a framework for animation that can achieve the intricacy of motion evident in certain natural ecosystems with minimal input from the animator. The realistic …
SR Musse, D Thalmann - … Animation and Simulation'97: Proceedings of …, 1997 - Springer
This paper presents a model of crowd behavior to simulate the motion of a generic population in a specific environment. The individual parameters are created by a distributed …
L Itti, N Dhavale, F Pighin - Applications and Science of …, 2003 - spiedigitallibrary.org
We describe a neurobiological model of visual attention and eye/head movements in primates, and its application to the automatic animation of a realistic virtual human head …
When you think about how far and fast computer science has progressed in recent years, it's not hard to conclude that a seven-year old handbook may fall a little short of the kind of …