583 research outputs found

    Procedural modeling of cities with semantic information for crowd simulation

    Get PDF
    En aquesta tesi de màster es presenta un sistema per a la generació procedural de ciutats poblades. Avui en dia poblar entorns virtuals grans tendeix a ser una tasca que requereix molt d’esforç i temps, i típicament la feina d’artistes o programadors experts. Amb aquest sistema es vol proporcionar una eina que permeti als usuaris generar entorns poblats d’una manera més fàcil i ràpida, mitjançat l’ús de tècniques procedurals. Les contribucions principals inclouen: la generació d’una ciutat virtual augmentada semànticament utilitzant modelat procedural basat en gramàtiques de regles, la generació dels seus habitants virtuals utilitzant dades estadístiques reals, i la generació d’agendes per a cada individu utilitzant també un mètode procedural basat en regles, el qual combina la informació semàntica de la ciutat amb les característiques i necessitats dels agents autònoms. Aquestes agendes individuals són usades per a conduir la simulació dels habitants, i poden incloure regles com a tasques d’alt nivell, l’avaluació de les quals es realitza al moment de començar-les. Això permet simular accions que depenguin del context, i interaccions amb altres agents.En esta tesis de máster se presenta un sistema para la generación procedural de ciudades pobladas. Hoy en día poblar entornos virtuales grandes tiende a ser una tarea que requiere de mucho tiempo y esfuerzo, y típicamente el trabajo de artistas o programadores expertos. Con este sistema se pretende proporcionar una herramienta que permita a los usuarios generar entornos poblados de un modo más fácil y rápido, mediante el uso de técnicas procedurales. Las contribuciones principales incluyen: la generación de una ciudad virtual aumentada semánticamente utilizando modelado procedural basado en gramáticas de reglas, la generación de sus habitantes virtuales utilizando datos estadísticos reales, y la generación de agendas para cada individuo utilizando también un método procedural basado en reglas, el cual combina la información semántica de la ciudad con las características y necesidades de los agentes autónomos. Estas agendas individuales son usadas para conducir la simulación de los habitantes, y pueden incluir reglas como tareas de alto nivel, la evaluación de las cuales se realiza cuando empiezan. Esto permite simular acciones que dependan del contexto, e interacciones con otros agentes.In this master thesis a framework for procedural generation of populated cities is presented. Nowadays, the population of large virtual environments tends to be a time-consuming task, usually requiring the work of expert artists or programmers. With this system we aim at providing a tool that can allow users to generate populated environments in an easier and faster way, by relying on the usage of procedural techniques. Our main contributions include: a generation of semantically augmented virtual cities using procedural modelling based on rule grammars, a generation of a virtual population using real-world data, and a generation of agendas for each individual inhabitant by using a procedural rule-based approach, which combines the city semantics with the autonomous agents characteristics and needs. The individual agendas are then used to drive a crowd simulation in the environment, and may include high-level rule tasks whose evaluation is delayed until they get triggered. This feature allows us to simulate context-dependant actions and interactions with other agents

    Generation of crowd arrival and destination locations/times in complex transit facilities

    Get PDF
    In order to simulate virtual agents in the replica of a real facility across a long time span, a crowd simulation engine needs a list of agent arrival and destination locations and times that reflect those seen in the actual facility. Working together with a major metropolitan transportation authority, we propose a specification that can be used to procedurally generate this information. This specification is both uniquely compact and expressive—compact enough to mirror the mental model of building managers and expressive enough to handle the wide variety of crowds seen in real urban environments. We also propose a procedural algorithm for generating tens of thousands of high-level agent paths from this specification. This algorithm allows our specification to be used with traditional crowd simulation obstacle avoidance algorithms while still maintaining the realism required for the complex, real-world simulations of a transit facility. Our evaluation with industry professionals shows that our approach is intuitive and provides controls at the right level of detail to be used in large facilities (200,000+ people/day)

    Populating Ancient Pompeii with Crowds of Virtual Romans

    Get PDF
    Pompeii was a Roman city, destroyed and completely buried during an eruption of the volcano Mount Vesuvius. We have revived its past by creating a 3D model of its previous appearance and populated it with crowds of Virtual Romans. In this paper, we detail the process, based on archaeological data, to simulate ancient Pompeii life in real time. In a first step, an annotated city model is generated using procedural modelling. These annotations contain semantic data, such as land usage, building age, and window/door labels. In a second phase, the semantics are automatically interpreted to populate the scene and trigger special behaviors in the crowd, depending on the location of the characters. Finally, we describe the system pipeline, which allows for the simulation of thousands of Virtual Romans in real time

    Example Based Caricature Synthesis

    Get PDF
    The likeness of a caricature to the original face image is an essential and often overlooked part of caricature production. In this paper we present an example based caricature synthesis technique, consisting of shape exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial features. The relationship exaggeration step introduces two definitions which facilitate global facial feature synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance (MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a number of constraints. The effectiveness of our algorithm is demonstrated with experimental results

    CASA 2009:International Conference on Computer Animation and Social Agents

    Get PDF

    Authoring virtual crowds: a survey

    Get PDF
    Recent advancements in crowd simulation unravel a wide range of functionalities for virtual agents, delivering highly-realistic,natural virtual crowds. Such systems are of particular importance to a variety of applications in fields such as: entertainment(e.g., movies, computer games); architectural and urban planning; and simulations for sports and training. However, providingtheir capabilities to untrained users necessitates the development of authoring frameworks. Authoring virtual crowds is acomplex and multi-level task, varying from assuming control and assisting users to realise their creative intents, to deliveringintuitive and easy to use interfaces, facilitating such control. In this paper, we present a categorisation of the authorable crowdsimulation components, ranging from high-level behaviours and path-planning to local movements, as well as animation andvisualisation. We provide a review of the most relevant methods in each area, emphasising the amount and nature of influencethat the users have over the final result. Moreover, we discuss the currently available authoring tools (e.g., graphical userinterfaces, drag-and-drop), identifying the trends of early and recent work. Finally, we suggest promising directions for futureresearch that mainly stem from the rise of learning-based methods, and the need for a unified authoring framework.This work has received funding from the European Union’s Horizon 2020 research and innovation programme under the Marie Skłodowska Curie grant agreement No 860768 (CLIPE project). This project has received funding from the European Union’s Horizon 2020 Research and Innovation Programme under Grant Agreement No 739578 and the Government of the Republic of Cyprus through the Deputy Ministry of Research, Innovation and Digital PolicyPeer ReviewedPostprint (author's final draft

    Flavor text generation for role-playing video games

    Get PDF

    Immersive design engineering

    Get PDF
    Design Engineering is an innovative field that usually combines a number of disciplines, such as material science, mechanics, electronics, and/or biochemistry, etc. New immersive technologies, such as Virtual Reality (VR) and Augmented Reality (AR), are currently in the process of being widely adapted in various engineering fields. It is a proven fact that the modeling of spatial structures is supported by immersive exploration. But the field of Design Engineering reaches beyond standard engineering tasks. With this review paper we want to achieve the following: define the term “Immersive Design Engineering”, discuss a number of recent immersive technologies in this context, and provide an inspiring overview of work that belongs to, or is related to the field of Immersive Design Engineering. Finally, the paper concludes with definitions of research questions as well as a number of suggestions for future developments
    corecore