10 research outputs found

    Quad Separation Algorithm for Bounding-Volume Hierarchies Construction in Virtual Environment Application

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    In order to perform fast collision detection technique in Virtual Environment Application, researchers need to maintain the behaviour of the object itself before the objects come into contact. By enhancing the speed of intersection using Bounding-Volume Hierarchies technique, it helps to reduce the complexity and speed up the intersection process. Thus, in this paper we presented our novel algorithm for constructing Bounding-Volume Hierarchies using Quad Splitting method. Together with the Quad Splitting method is the implementation of Spatial Object Median Splitting technique (SOMS) in order to create a well-balanced tree for the object. We believed the key of performing fast intersection between two or more objects in Virtual Environment Application required a well-balanced and proper tree technique for Bounding-Volume hierarchies

    An Automated System for the Creation of Articulated Mechanical Parts

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    Proposes a new method to model the geometric form of articulated mechanical parts while simultaneously testing their range of motion in relation to other nearby parts. Utilizing a database of mechanical parts in virtual three-dimensional form, a software tool assists users in quickly building a complex high-level mechanical object which can be placed directly into a visual effects production pipeline. The tool creates a workflow that allows modeling and rigging problems to be solved concurrently within the same interface. Optimized animation controls are generated automatically to expedite the rigging process. A system of standardization provides a framework for each part?s functionality within the hierarchy of each new assembly, while also guaranteeing reusability and backwards compatibility with all other assemblies created with this tool. A prototype has been developed as a plug-in to existing commercial software to showcase the described methodology. This prototype provides a unique solution to common modeling and rigging problems in the field of visual effects and animation

    Virtual Urbanity: A parametric tool for the generation of virtual cities

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    Which are the underlying rules that govern urban growth and the structure of the street network? Which are the distinctive characteristics that define highways and the differentiation of the various street patterns? How can we combine the above information and incorporate them in a computer aided urban simulation in order to successfully model a virtual city in which people will be able to successfully orientate and navigate? This research aims to address and investigate the above issues and proposes the development of a parametrically adjustable computer program in order to conduct navigational and way-finding experiments. Virtual Urbanity is a simulation engine which is capable of procedurally generating a vast and diverse variety of virtual 3D urban configurations. It uses an operational grammar which consists of a local generative process which is based on a Lindenmayer system, and a prescriptive set of global parametric rules. This combination defines the topology, the geometry, the width, the length, the density and the spatial significance of the streets, ultimately setting an effective street hierarchy. The program engages in the methodological exploration of existing and theoretical urban configurations and the analysis of the human perception about the structure of the built environment, and builds towards a working algorithm (rule-set) for the on the fly generation of city structures in the next generation video games. In accordance, a trial experiment regarding the mental correlations of the roads’ width and their hierarchical significance and function within the street network was conducted and its findings were discussed

    Automated generation of geometrically-precise and semantically-informed virtual geographic environnements populated with spatially-reasoning agents

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    La Géo-Simulation Multi-Agent (GSMA) est un paradigme de modélisation et de simulation de phénomènes dynamiques dans une variété de domaines d'applications tels que le domaine du transport, le domaine des télécommunications, le domaine environnemental, etc. La GSMA est utilisée pour étudier et analyser des phénomènes qui mettent en jeu un grand nombre d'acteurs simulés (implémentés par des agents) qui évoluent et interagissent avec une représentation explicite de l'espace qu'on appelle Environnement Géographique Virtuel (EGV). Afin de pouvoir interagir avec son environnement géographique qui peut être dynamique, complexe et étendu (à grande échelle), un agent doit d'abord disposer d'une représentation détaillée de ce dernier. Les EGV classiques se limitent généralement à une représentation géométrique du monde réel laissant de côté les informations topologiques et sémantiques qui le caractérisent. Ceci a pour conséquence d'une part de produire des simulations multi-agents non plausibles, et, d'autre part, de réduire les capacités de raisonnement spatial des agents situés. La planification de chemin est un exemple typique de raisonnement spatial dont un agent pourrait avoir besoin dans une GSMA. Les approches classiques de planification de chemin se limitent à calculer un chemin qui lie deux positions situées dans l'espace et qui soit sans obstacle. Ces approches ne prennent pas en compte les caractéristiques de l'environnement (topologiques et sémantiques), ni celles des agents (types et capacités). Les agents situés ne possèdent donc pas de moyens leur permettant d'acquérir les connaissances nécessaires sur l'environnement virtuel pour pouvoir prendre une décision spatiale informée. Pour répondre à ces limites, nous proposons une nouvelle approche pour générer automatiquement des Environnements Géographiques Virtuels Informés (EGVI) en utilisant les données fournies par les Systèmes d'Information Géographique (SIG) enrichies par des informations sémantiques pour produire des GSMA précises et plus réalistes. De plus, nous présentons un algorithme de planification hiérarchique de chemin qui tire avantage de la description enrichie et optimisée de l'EGVI pour fournir aux agents un chemin qui tient compte à la fois des caractéristiques de leur environnement virtuel et de leurs types et capacités. Finalement, nous proposons une approche pour la gestion des connaissances sur l'environnement virtuel qui vise à supporter la prise de décision informée et le raisonnement spatial des agents situés

    Supporting Focus and Context Awareness in 3D Modeling Using Multi-Layered Displays

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    Although advances in computer technology over the past few decades have made it possible to create and render highly realistic 3D models these days, the process of creating these models has remained largely unchanged over the years. Modern 3D modeling software provide a range of tools to assist users with creating 3D models, but the process of creating models in virtual 3D space is nevertheless still challenging and cumbersome. This thesis, therefore, aims to investigate whether it is possible to support modelers more effectively by providing them with alternative combinations of hardware and software tools to improve their 3D modeling tasks. The first step towards achieving this goal has been to better understand the type of problems modelers face in using conventional 3D modeling software. To achieve this, a pilot study of novice 3D modelers, and a more comprehensive study of professional modelers were conducted. These studies resulted in identifying a range of focus and context awareness problems that modelers face in creating complex 3D models using conventional modeling software. These problems can be divided into four categories: maintaining position awareness, identifying and selecting objects or components of interest, recognizing the distance between objects or components, and realizing the relative position of objects or components. Based on the above categorization, five focus and context awareness techniques were developed for a multi-layer computer display to enable modelers to better maintain their focus and context awareness while performing 3D modeling tasks. These techniques are: object isolation, component segregation, peeling focus, slicing, and peeling focus and context. A user study was then conducted to compare the effectiveness of these focus and context awareness techniques with other tools provided by conventional 3D modeling software. The results of this study were used to further improve, and evaluate through a second study, the five focus and context awareness techniques. The two studies have demonstrated that some of these techniques are more effective in supporting 3D modeling tasks than other existing software tools

    Un modèle d'environnement pour la simulation multiniveau - Application à la simulation de foules

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    Cette thèse propose un modèle organisationnel et holonique de l'environnement pour la simulation des déplacements de piétons dans des bâtiments. Une foule de piétons peut être considérée comme un système composé d'un grand nombre d'entités en interaction, dont la dynamique globale ne peut se réduire à la somme des comportements de ses composants. La simulation multiniveau fondée sur les modèles multiagents holoniques constitue une approche permettant d'analyser la dynamique de tels systèmes. Elle autorise leur analyse en considérant plusieurs niveaux d'observation (microscopique, mésoscopique et macroscopique) et prend en compte les ressources de calcul disponibles. Dans ces systèmes, l'environnement est considéré comme l'une des parties essentielles. La dynamique des piétons composant la foule est alors clairement distinguée de celle de l'environnement dans lequel ils se déplacent. Un modèle organisationnel décrivant la structure et la dynamique de l'environnement est proposé. L'environnement est structurellement décomposé en zones, sous-zones, etc. Les organisations et les rôles de cet environnement sont projetés dans une société d'agents ayant en charge de simuler la dynamique de l'environnement et les différentes missions qui lui sont classiquement assignées dans les systèmes multiagents. Ce modèle précise également les règles de passage entre deux niveaux d'observation. Ainsi, chaque agent appartenant au modèle de l'environnement tente d'utiliser une approximation des comportements de ses sous-zones afin de limiter la consommation de ressources durant la simulation. La qualité de l'approximation entre ces deux niveaux d'observation est évaluée avec des indicateurs énergétiques. Ils permettent de déterminer si l'agent approxime correctement les comportements des agents associés aux sous-zones. En sus du modèle organisationnel et holonique proposé, nous présentons un modèle concret de la simulation de voyageurs dans un terminal d'aéroport. Ce modèle concret est implanté sur les plateformes JaSIM et Janus.This work presents a holonic organizational model of the environment for the simulation of pedestrians in buildings. A crowd of pedestrians is considered as a system composed of a large number of interacting entities. The global dynamics of this system cannot be reduced to the sum of the behaviors of its components, Multilevel simulation based on holonic multiagent models is one approach to analyze the dynamics of such systems. It allows their analysis by considering several levels of observation (microscopic, mesoscopic and macroscopic) and the available computing resources. In these systems, the environment is considered as an essential part. The behavior of the crowd is clearly distinguished from the behavior of the environment in which the pedestrians move. An organizational model is proposed to describe the structure and the dynamics of the indoor environment. This environment is structurally divided into areas, sub-areas, etc. Organizations and roles are mapped into a society of agents in charge of simulating the dynamics of the environment and their various missions in multiagent systems. This model also specifies the rules for changing the level of observation dynamically. Thus, each agent belonging to the model of the environment tries to use an approximation of behaviors of its sub-zones, and at the same time to minimize the resource consumption. The quality of the approximation between these two levels is evaluated with energy-based indicators. They help to determine if the agent approximates the behaviors of its sub-agents correctly. In addition to the organizational and holonic model proposed in this work, we present a concrete model of the simulation of passengers in an airport terminal. This concrete model is implemented on the platforms JaSIM and Janus.BELFORT-UTBM-SEVENANS (900942101) / SudocSudocFranceF

    Real-time motion planning, navigation, and behavior for large crowds of virtual humans

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    Simulating crowds in real time is a challenging problem that touches many different aspects of Computer Graphics: rendering, animation, path planning, behavior, etc. Our work has mainly focused on two particular aspects of real-time crowds: motion planning and behavior. Real-time crowd motion planning requires fast, realistic methods for path planning as well as obstacle avoidance. The difficulty to find a satisfying trade-off between efficiency and believability is particularly challenging, and prior techniques tend to focus on a single approach. We have developed two approaches to completely solve crowd motion planning in real time. The first one is a hybrid architecture able to handle the path planning of thousands of pedestrians in real time, while ensuring dynamic collision avoidance. The scalability of this architecture allows to interactively create and distribute regions of varied interest, where motion planning is ruled by different algorithms. Practically, regions of high interest are governed by a long-term potential field-based approach, while other zones exploit a graph of the environment and short-term avoidance techniques. Our architecture also ensures pedestrian motion continuity when switching between motion planning algorithms. Tests and comparisons show that our architecture is able to realistically plan motion for thousands of characters in real time, and in varied environments. Our second approach is based on the concept of motion patches [Lee et al., 2006], that we extend to densely populate large environments. We build a population from a set of blocks containing a pre-computed local crowd simulation. Each block is called a crowd patch. We address the problem of computing patches, assembling them to create virtual environments (VEs), and controlling their content to answer designers' needs. Our major contribution is to provide a drastic lowering of computation needs for simulating a virtual crowd at runtime. We can thus handle dense populations in large-scale environments with performances never reached so far. Our results illustrate the real-time population of a potentially infinite city with realistic and varied crowds interacting with each other and their environment. Enforcing intelligent autonomous behaviors in crowds is a difficult problem, for most algorithms are too computationally expensive to be exploited on large crowds. Our work has been focused on finding solutions that can simulate intelligent behaviors of characters, while remaining computationally inexpensive. We contribute to crowd behaviors by developing situation-based behaviors, i.e., behaviors triggered depending on the position of a pedestrian. We have also extended our crowd motion planning architecture with an algorithm able to simulate group behaviors, which much enhances the user perception of the watched scene

    Ambientes virtuais povoados com simulação eficiente de detecção de colisões e planeamento de trajectos em navegação realmente 3D

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    Tese de Doutoramento - Área de InformáticaA tecnologia de produção de ambientes virtuais tem vindo cada vez mais a ser utilizada em projectos de animação, desenho e avaliação em diversas áreas. Mundos virtuais com níveis de detalhe consideráveis estão a começar a emergir em toda a parte, desde largas áreas das actuais cidades até ambientes virtuais interiores mais específicos e detalhados (edifícios habitacionais, estádios, estruturas industriais, reconstruções arqueológicas, etc). No entanto, melhorar a aparência visual destes edifícios virtuais já não é suficiente. Com o propósito de proporcionar novas condições de simulação a aplicações tais como o planeamento urbano, simulações comportamentais e de fluxo de pedestres, entretenimento, etc, é necessário o povoamento destes ambientes. Povoar estes mundos simulando a presença de vida, adiciona um toque extra à visualização e realismo, mas infelizmente traz também carga adicional ao sistema. Uma das lacunas da pesquisa nesta área é a representação eficiente de ambientes densamente povoados, com simulação de navegação autónoma realmente tridimensional das personagens, enquadradas em modelos ou cenários arbitrários. Diversas condições e áreas de actuação são necessárias quando pretendemos simular a presença humana (através de personagens sintéticas animadas) nestas circunstâncias, tais como a detecção de colisões, planeamento de trajectos, algoritmos comportamentais, rendering dinâmico da geometria, entre outros. Nesta tese, é publicado um método transversal de modo a exibir e consolidar comportamentos autónomos de multidões virtuais em ambientes reais de animação. O sistema tem a capacidade de incluir um grande número de personagens lidando com mundos 3D arbitrariamente complexos, não requerendo qualquer conhecimento prévio da geometria, e proporcionando navegação em tempo real, autónoma, e tridimensional. Inicialmente, é apresentado um método de detecção de colisões usando técnicas conservadoras, capaz de comportar milhares de avatares e lidar com cenas 3D de grandes dimensões e complexidade, não necessitando de qualquer informação ou conhecimento prévio do modelo. Este método demonstrou ser um mecanismo eficiente e escalável de detecção de colisões entre os agentes e o ambiente 3D. Recorrendo a um mapeamento e extracção de dados automático a partir do modelo inicial, fornece a detecção de colisões e a interacção entre os próprios agentes virtuais, e os agentes virtuais e o ambiente que os rodeia. Este método mostrou-se apropriado como base de implementação posterior de algoritmos de planeamento de percursos e outros algoritmos comportamentais, onde o avatar incorporará procedimentos de mais alto-nível. Para projectos de desenho, simulação e testes de facilidades de navegação em locais públicos, é importante prever as principais rotas ou fluxos a serem usados. Uma segunda aproximação apresentada, consiste em decompor a cena 3D em partições multi-nível (para navegação em ambientes 3D, principalmente em interiores de edifícios) criando um sistema que possa usar este tipo de catalogação como informação relevante de modo a planear rotas de acordo com as deslocações em várias alturas. A outro nível, o objectivo foi também testar a base de navegação criada, desenvolvendo mecanismos de implementação de novos e naturais comportamentos associados à navegação das personagens virtuais, lidando com várias variáveis de interacção, permitindo um comportamento mais realista e de reacção entre estes e o ambiente virtual. Em resumo, foram definidos sistemas de condições, regras e propriedades capazes de produzir comportamentos mais naturais e autónomos em personagens virtuais representativos da conduta humana.Virtual environment technology has been increasingly used for animation projects, design and evaluation in several areas. Virtual worlds, with considerable levels of detail, are starting to emerge everywhere, from large areas of actual cities to detailed and complex virtual indoor environments (buildings, stadiums, industrials structures, archaeological reconstructions, etc). However, improving the visual appearance of these virtual buildings is not enough anymore. In order to provide applications with new simulation conditions such as urban planning, behaviour and flow of pedestrian’s simulation, entertainment, etc, requires the populating of these virtual environments. Populating these worlds to simulate the presence of life, adds an extra touch to the visualization and credibility, but unfortunately it also brings an extra burden to the system. One of the issues of the research in this area is the representation of a densely crowded environment, simulating autonomous and real three-dimensional navigation to the virtual characters in arbitrary threedimensional models or scenarios. Several steps are required when we need simulate the human presence (by synthetic animated characters) in these circumstances, such as collision detection, path planning/finding, behavioural algorithms, dynamic rendering of geometry, amongst others. In this thesis, a transversal approach is presented to demonstrate and consolidate autonomous virtual crowd behaviours in realistic animation environments. The system is able to include a large number of characters dealing with arbitrarily complex 3D worlds, not requiring any prior knowledge of the geometry, and providing real-time navigation, autonomous, and really three-dimensional. Initially, a method for efficient and scalable conservative collision detection is presented, that is able to deal with large and complex 3D scenes with thousands of avatars, not requiring any prior knowledge of model. This method demonstrated to be a fast, efficient and scalable collision detection process between virtual agents and the 3D environment. Using an automatic data extraction and mapping process from the initial graphical model, it provides collisions detection and interaction between virtual agents, as well as virtual agents and the environment that encircles them. This method proved to be appropriate as a basis for further implementation of path planning/finding algorithms and other behaviours algorithms. For design projects, simulation and the study of crowd behaviour facilities in public places, it is however important to be able to predict heavily used routes or peak flows. The second approach presented, consists in decomposing the 3D scene in multi-level sub-divisions (for navigation in 3D environments such as indoor building) creating a system that can use this type of cataloguing as relevant information to planning and finding routes, according to the movements at the various levels of heights. At another level, the goal was testing the base of navigation, developing mechanisms for new and natural behaviour implementations associated with virtual characters navigation, dealing with some interaction variables, representing a more realistic react/interact behaviour. In summary, autonomous conditions systems, rules and properties were defined, that are capable to produce behaviours representative of human condition

    Ambientes virtuais povoados com simulação eficiente de detecção de colisões e planeamento de trajectos em navegação realmente 3D

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    Tese Phd - Área Computação Gráfica e Inteligencia ArtificialA tecnologia de produção de ambientes virtuais tem vindo cada vez mais a ser utilizada em projectos de animação, desenho e avaliação em diversas áreas. Mundos virtuais com níveis de detalhe consideráveis estão a começar a emergir em toda a parte, desde largas áreas das actuais cidades até ambientes virtuais interiores mais específicos e detalhados (edifícios habitacionais, estádios, estruturas industriais, reconstruções arqueológicas, etc). No entanto, melhorar a aparência visual destes edifícios virtuais já não é suficiente. Com o propósito de proporcionar novas condições de simulação a aplicações tais como o planeamento urbano, simulações comportamentais e de fluxo de pedestres, entretenimento, etc, é necessário o povoamento destes ambientes. Povoar estes mundos simulando a presença de vida, adiciona um toque extra à visualização e realismo, mas infelizmente traz também carga adicional ao sistema. Uma das lacunas da pesquisa nesta área é a representação eficiente de ambientes densamente povoados, com simulação de navegação autónoma realmente tridimensional das personagens, enquadradas em modelos ou cenários arbitrários. Diversas condições e áreas de actuação são necessárias quando pretendemos simular a presença humana (através de personagens sintéticas animadas) nestas circunstâncias, tais como a detecção de colisões, planeamento de trajectos, algoritmos comportamentais, rendering dinâmico da geometria, entre outros. Nesta tese, é publicado um método transversal de modo a exibir e consolidar comportamentos autónomos de multidões virtuais em ambientes reais de animação. O sistema tem a capacidade de incluir um grande número de personagens lidando com mundos 3D arbitrariamente complexos, não requerendo qualquer conhecimento prévio da geometria, e proporcionando navegação em tempo real, autónoma, e tridimensional. Inicialmente, é apresentado um método de detecção de colisões usando técnicas conservadoras, capaz de comportar milhares de avatares e lidar com cenas 3D de grandes dimensões e complexidade, não necessitando de qualquer informação ou conhecimento prévio do modelo. Este método demonstrou ser um mecanismo eficiente e escalável de detecção de colisões entre os agentes e o ambiente 3D. Recorrendo a um mapeamento e extracção de dados automático a partir do modelo inicial, fornece a detecção de colisões e a interacção entre os próprios agentes virtuais, e os agentes virtuais e o ambiente que os rodeia. Este método mostrou-se apropriado como base de implementação posterior de algoritmos de planeamento de percursos e outros algoritmos comportamentais, onde o avatar incorporará procedimentos de mais alto-nível. Para projectos de desenho, simulação e testes de facilidades de navegação em locais públicos, é importante prever as principais rotas ou fluxos a serem usados. Uma segunda aproximação apresentada, consiste em decompor a cena 3D em partições multi-nível (para navegação em ambientes 3D, principalmente em interiores de edifícios) criando um sistema que possa usar este tipo de catalogação como informação relevante de modo a planear rotas de acordo com as deslocações em várias alturas. A outro nível, o objectivo foi também testar a base de navegação criada, desenvolvendo mecanismos de implementação de novos e naturais comportamentos associados à navegação das personagens virtuais, lidando com várias variáveis de interacção, permitindo um comportamento mais realista e de reacção entre estes e o ambiente virtual. Em resumo, foram definidos sistemas de condições, regras e propriedades capazes de produzir comportamentos mais naturais e autónomos em personagens virtuais representativos da conduta humana. Virtual environment technology has been increasingly used for animation projects, design and evaluation in several areas. Virtual worlds, with considerable levels of detail, are starting to emerge everywhere, from large areas of actual cities to detailed and complex virtual indoor environments (buildings, stadiums, industrials structures, archaeological reconstructions, etc). However, improving the visual appearance of these virtual buildings is not enough anymore. In order to provide applications with new simulation conditions such as urban planning, behaviour and flow of pedestrian’s simulation, entertainment, etc, requires the populating of these virtual environments. Populating these worlds to simulate the presence of life, adds an extra touch to the visualization and credibility, but unfortunately it also brings an extra burden to the system. One of the issues of the research in this area is the representation of a densely crowded environment, simulating autonomous and real three-dimensional navigation to the virtual characters in arbitrary three-dimensional models or scenarios. Several steps are required when we need simulate the human presence (by synthetic animated characters) in these circumstances, such as collision detection, path planning/finding, behavioural algorithms, dynamic rendering of geometry, amongst others. In this thesis, a transversal approach is presented to demonstrate and consolidate autonomous virtual crowd behaviours in realistic animation environments. The system is able to include a large number of characters dealing with arbitrarily complex 3D worlds, not requiring any prior knowledge of the geometry, and providing real-time navigation, autonomous, and really three-dimensional. Initially, a method for efficient and scalable conservative collision detection is presented, that is able to deal with large and complex 3D scenes with thousands of avatars, not requiring any prior knowledge of model. This method demonstrated to be a fast, efficient and scalable collision detection process between virtual agents and the 3D environment. Using an automatic data extraction and mapping process from the initial graphical model, it provides collisions detection and interaction between virtual agents, as well as virtual agents and the environment that encircles them. This method proved to be appropriate as a basis for further implementation of path planning/finding algorithms and other behaviours algorithms. For design projects, simulation and the study of crowd behaviour facilities in public places, it is however important to be able to predict heavily used routes or peak flows. The second approach presented, consists in decomposing the 3D scene in multi-level sub-divisions (for navigation in 3D environments such as indoor building) creating a system that can use this type of cataloguing as relevant information to planning and finding routes, according to the movements at the various levels of heights. At another level, the goal was testing the base of navigation, developing mechanisms for new and natural behaviour implementations associated with virtual characters navigation, dealing with some interaction variables, representing a more realistic react/interact behaviour. In summary, autonomous conditions systems, rules and properties were defined, that are capable to produce behaviours representative of human condition.Uminho, IP

    Real-time generation of populated virtual cities

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