29 research outputs found

    Procedural visualization of knitwear and woven cloth

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    Cataloged from PDF version of article.In this paper, a procedural method for the visualization of knitted and woven fabrics is presented. The proposed method is compatible with a mass-spring model and makes use of the regular warp-weft structure of the cloth. The visualization parameters for the loops and threads are easily mapped to the animated mass-spring model. The simulation idea underlying both knitted and woven fabrics is similar as we represent both structures in 3D. As the proposed method is simple and practical, we can achieve near real-time rendering performance with good visual quality. (C) 2007 Elsevier Ltd. All rights reserved

    Dynamic point-region quadtrees for particle simulations

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    Cataloged from PDF version of article.We propose an algorithm for dynamically updating point-region (PR) quadtrees. Our algorithm is optimized for simultaneous update of data points comprising a quadtree. The intended application area focuses on simulating continuum phenomena, such as crowds, fluids, and smoke. We minimize the number of tree updates by making use of small changes in the positions of data points. We compare the efficiency of the proposed algorithm with two other approaches for updating a quadtree. One of these techniques creates the tree from scratch at each time-step. The second technique subsequently deletes a data point from the tree and reinserts it in its updated position. We achieve significant performance gains with our method in both cases. (C) 2012 Elsevier Inc. All rights reserved

    A virtual garment design and simulation system

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    In this paper, a 3D graphics environment for virtual garment design and simulation is presented. The proposed system enables the three dimensional construction of a garment from its cloth panels, for which the underlying structure is a mass-spring model. The garment construction process is performed through automatic pattern generation, posterior correction, and seaming. Afterwards, it is possible to do fitting on virtual mannequins as if in a real life tailor's workshop. The system provides the users with the flexibility to design their own garment patterns and make changes on the garment even after the dressing of the model. Furthermore, rendering alternatives for the visualization of knitted and woven fabric are presented. © 2007 IEEE

    Visualization of crowd synchronization on footbridges

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    This paper proposes a framework for the visualization of crowd walking synchronization on footbridges. The bridge is modeled as a mass-spring system, which is a weakly damped and driven harmonic oscillator. Both the bridge and the pedestrians walking on the bridge are affected by the movement of each other. The crowd acts according to local behavioral rules. Each pedestrian is provided with a kinematic walking system. We extend a current mathematical model of crowd synchronization on footbridges to include human walking model and crowd simulation techniques. We run experiments to evaluate the influence of these extensions on synchronization. © The Visualization Society of Japan 2009

    How the OCEAN Personality Model Affects the Perception of Crowds

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    Cataloged from PDF version of article.A personality model named High-Density Autonomous Crowds (HiDAC) simulation system provides individual differences by assigning each person different psychological and physiological traits. Users normally set these parameters to model a crowd's nonuniformity and diversity. The approach creates plausible variations in the crowd and enables novice users to dictate these variations by combining a standard personality model with a high-density crowd simulation. HiDAC addresses the simulation of local behaviors and the global wayfinding of crowds in a dynamically changing environment. It directs autonomous agents' behavior by combining geometric and psychological rules. HiDAC handles collisions through avoidance and response forces. Over long distances, the system applies collision avoidance so that agents can steer around obstacles. HiDAC assigns people specific behaviors. The number of actions they complete depends on their curiosity

    Psychological Parameters for Crowd Simulation: From Audiences to Mobs

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    In the social psychology literature, crowds are classified as audiences and mobs. Audiences are passive crowds, whereas mobs are active crowds with emotional, irrational and seemingly homogeneous behavior. In this study, we aim to create a system that enables the specification of different crowd types ranging from audiences to mobs. In order to achieve this goal we parametrize the common properties of mobs to create collective misbehavior. Because mobs are characterized by emotionality, we describe a framework that associates psychological components with individual agents comprising a crowd and yields emergent behaviors in the crowd as a whole. To explore the effectiveness of our framework we demonstrate two scenarios simulating the behavior of distinct mob types. © 2015 IEEE

    Creating crowd variation with the OCEAN personality model

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    Most current crowd simulators animate homogeneous crowds, but include underlying parameters that can be tuned to create variations within the crowd. These parameters, however, are specific to the crowd models and may be difficult for an animator or naive user to use. We propose mapping these parameters to personality traits. In this paper, we extend the HiDAC (High-Density Autonomous Crowds) system by providing each agent with a personality model in order to examine how the emergent behavior of the crowd is affected. We use the OCEAN personality model as a basis for agent psychology. To each personality trait we associate nominal behaviors; thus, specifying personality for an agent leads to an automation of the low-level parameter tuning process. We describe a plausible mapping from personality traits to existing behavior types and analyze the overall emergent crowd behaviors. Copyright © 2008, International Foundation for Autonomous Agents and Multiagent Systems (www.ifaamas.org). All rights reserved

    Collaborative workspaces for pathway curation

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    We present a web based visual biocuration workspace, focusing on curating detailed mechanistic pathways. It was designed as a flexible platform where multiple humans, NLP and AI agents can collaborate in real-time on a common model using an event driven API. We will use this platform for exploring disruptive technologies that can scale up biocuration such as NLP, human-computer collaboration, crowd-sourcing, alternative publishing and gamification. As a first step, we are designing a pilot to include an author-curation step into the scientific publishing, where the authors of an article create formal pathway fragments representing their discovery- heavily assisted by computer agents. We envision that this "microcuration" use-case will create an excellent opportunity to integrate multiple NLP approaches and semi-automated curation. © 2016, CEUR-WS. All rights reserved

    Authoring Multi-Actor Behaviors in Crowds With Diverse Personalities

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    Multi-actor simulation is critical to cinematic content creation, disaster and security simulation, and interactive entertainment. A key challenge is providing an appropriate interface for authoring high-fidelity virtual actors with featurerich control mechanisms capable of complex interactions with the environment and other actors. In this chapter, we present work that addresses the problem of behavior authoring at three levels: Individual and group interactions are conducted in an event-centric manner using parameterized behavior trees, social crowd dynamics are captured using the OCEAN personality model, and a centralized automated planner is used to enforce global narrative constraints on the scale of the entire simulation. We demonstrate the benefits and limitations of each of these approaches and propose the need for a single unifying construct capable of authoring functional, purposeful, autonomous actors which conform to a global narrative in an interactive simulation

    Modeling, Evaluation, and Scale on Artificial Pedestrians: A Literature Review

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    Modeling pedestrian dynamics and their implementation in a computer are challenging and important issues in the knowledge areas of transportation and computer simulation. The aim of this article is to provide a bibliographic outlook so that the reader may have quick access to the most relevant works related to this problem. We have used three main axes to organize the article's contents: pedestrian models, validation techniques, and multiscale approaches. The backbone of this work is the classification of existing pedestrian models; we have organized the works in the literature under five categories, according to the techniques used for implementing the operational level in each pedestrian model. Then the main existing validation methods, oriented to evaluate the behavioral quality of the simulation systems, are reviewed. Furthermore, we review the key issues that arise when facing multiscale pedestrian modeling, where we first focus on the behavioral scale (combinations of micro and macro pedestrian models) and second on the scale size (from individuals to crowds). The article begins by introducing the main characteristics of walking dynamics and its analysis tools and concludes with a discussion about the contributions that different knowledge fields can make in the near future to this exciting area
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