5 research outputs found

    Overview of crowd simulation in computer graphics

    Get PDF
    High-powered technology use computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research. In simulation, according to Tecchia et al. (2002), it is important to create an interactive, complex, and realistic virtual world so that the user can have an immersive experience during navigation through the world. As the size and complexity of the environments in the virtual world increased, it becomes more necessary to populate them with peoples, and this is the reason why rendering the crowd in real-time is very crucial. Generally, crowd simulation consists of three important areas. They are realism of behavioral (Thompson and Marchant 1995), high-quality visualization (Dobbyn et al. 2005) and convergence of both areas. Realism of behavioral is mainly used for simple 2D visualizations because most of the attentions are concentrated on simulating the behaviors of the group. High quality visualization is regularly used for movie productions and computer games. It gives intention on producing more convincing visual rather than realism of behaviors. The convergences of both areas are mainly used for application like training systems. In order to make the training system more effective, the element of valid replication of the behaviors and high-quality visualization is added

    Low computational cost crowd rendering method for real-time virtual heritage environment

    Get PDF
    In recreation of virtual cultural heritage sites and urban environment simulations, the rapid display of densely populated scenery is a common requirement. An empty virtual environment will diminish the immersive experience that the simulations suppose to be presented, that is why simulations of massive virtual characters are needed to deliver sensible immersive experience to the user. In recent years, the growth of research in this area has escalated and there has been many techniques developed in crowd simulations area, both for realtime and non-real time rendering. This paper presents several significant related works in crowd simulation and crowd rendering. Our aim is to address one of the crowd simulation problems, which is crowd rendering in large scale virtual heritage environment. Due to rendering large scale virtual heritage environment were already computational expensive, rendering crowd will add more load to the rendering process. We proposing range detection technique to produce low computational cost real-time rendering of virtual crowd in large scale virtual heritage environment. Range detection technique has been chosen because its ability to produce low computational cost compare to other rendering techniques

    Survey on real-time crowds simulation

    No full text
    The simulation of human massive crowds play an important role in real-time application such as games and walkthrough system. This kind of applications can provide an immersive feeling of life into the static scene and enhance the reality of the system. In recent years, there are many significant research and techniques have been developed, mainly focus on the entertainment industry for both real-time and non-real time rendering. This paper will give an overview on crowd behavior in real-time crowd simulation. The work will also cover numerous crowd modeling and rendering techniques

    Crowd rendering optimization for virtual heritage system

    No full text
    Previously, crowd simulation plays small part or probably ignored in virtual heritage. Architectures or artifacts bit more focused to be reconstructed into virtual environment. By inserting crowd into simulation of virtual heritage, it will give more impact and achieve higher realism level to the reconstructed site. Before inserting the crowd into virtual environment, a research needs to be done to manage the complex environment of virtual heritage and the crowd itself. This paper presents a framework with a vision to reduce the computation cost for rendering crowd simulation in virtual heritage environment while maintaining realisms of the scene. We first review the existing acceleration techniques applied on crowd rendering. Then we introduce a framework that will integrate acceleration techniques for crowd simulation in virtual heritage

    Crowd Rendering Optimization for Virtual Heritage System

    No full text
    International audiencePreviously, crowd simulation plays small part or probably ignored in virtual heritage. Architectures or artifacts bit more focused to be reconstructed into virtual environment. By inserting crowd into simulation of virtual heritage, it will give more impact and achieve higher realism level to the reconstructed site. Before inserting the crowd into virtual environment, a research needs to be done to manage the complex environment of virtual heritage and the crowd itself. This paper presents a framework with a vision to reduce the computation cost for rendering crowd simulation in virtual heritage environment while maintaining realisms of the scene. We first review the existing acceleration techniques applied on crowd rendering. Then we introduce a framework that will integrate acceleration techniques for crowd simulation in virtual heritage
    corecore