41 research outputs found

    A method for autonomous positioning avatars in a group

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    In this paper, we describe a method to position a group of avatars in a virtual environment. The method aims at a group setting that seems natural for a group of people attending a guided tour and was developed in particular to assist participants by autonomously positioning their avatars on each stop of a virtual tour. The geometry of the virtual environment is key input, but also engagement of participants and possible social networks are taken into account. Consequently, it may serve to position avatars in similar type of situations

    Navigation in REVERIE's Virtual Environments

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    This work presents a novel navigation system for social collaborative virtual environments populated with multiple characters. The navigation system ensures collision free movement of avatars and agents. It supports direct user manipulation, automated path planning, positioning to get seated, and follow-me behaviour for groups. In follow-me mode, the socially aware system manages the mise en place of individuals within a group. A use case centred around on an educational virtual trip to the European Parliament created for the REVERIE FP7 project, also serves as an example to bring forward aspects of such navigational requirements

    Temporal issues of animate response

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    Quadratic vs cubic spline-wavelets for image representations and compression

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    The Wavelet Transform generates a sparse multi-scale signal representation which may be readily compressed. To implement such a scheme in hardware, one must have a computationally cheap method of computing the necessary transform data. The use of semi-orthogonal quadrat

    An architecture for interactive raster graphics

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    A radical reappraisal of the 3-D Interactive raster graphics pipeline has resulted In an experimental architecture for a workstation which is currently being evaluated at the CW!. The principal features of this architecture are that It: - concentrates exclusively on real-time interactive 3-D graphics (initially for CAD). - uses object space rather than Image space methods where possible. - avoids using a frame buffer. - only uses custom VLSI where commercial products are unlikely to suffice In the near term. Four years Into the project the system design Is complete and the major components have been acquired and the custom VLSI chips hove been packaged and tested. The current experience with the system is based on detailed simulations which gave a fairiy clear Idea on Its strengths and limitations. A complete, but reduced resolution, experimental prototype system is now being assembled
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