Ara es mostren els items 1-20 de 54

    • A comparative study of navigation meshes 

      Van Toll, Wouter; Triesscheijn, Roy; Kallmann, Marcello; Oliva Martínez, Ramon; Pelechano Gómez, Núria; Pettré, Julien; Geraerts, Roland (Association for Computing Machinery (ACM), 2017)
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      A navigation mesh is a representation of a 2D or 3D virtual environment that enables path planning and crowd simulation for walking characters. Various state-of-the-art navigation meshes exist, but there is no standardized ...
    • A framework for rendering, simulation and animation of crowds 

      Pelechano Gómez, Núria; Spanlang, Bernhard; Beacco Porres, Alejandro (2009)
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      Real-time crowd simulation for virtual environment applications requires not only navigation and locomotion in large environments while avoiding obstacles and agents, but also rendering high quality 3D fully articulated ...
    • A generalized exact arbitrary clearance technique for navigation meshes 

      Oliva Martínez, Ramon; Pelechano Gómez, Núria (ACM, 2013)
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      There are two frequent artifacts in crowd simulation, the first one appears when all agents attempt to traverse the navigation mesh sharing the same way point over portals, increasing the probability of collision against ...
    • A grid representation for distributed virtual environments 

      Morillo, P.; Fernández, M.; Pelechano Gómez, Núria (2004)
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      Fast Internet connections and the widespread use of high performance graphic cards are making Distributed Virtual Environments (DVE) very common nowadays. The architecture and behavior of these systems are very similar to ...
    • A survey of real-time crowd rendering 

      Beacco Porres, Alejandro; Pelechano Gómez, Núria; Andújar Gran, Carlos Antonio (2016-12)
      Article
      Accés obert
      In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze ...
    • An automatic tool to facilitate authoring animation blending in game engines 

      Delicado Alcántara, Luis; Pelechano Gómez, Núria (Association for Computing Machinery (ACM), 2019)
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      Achieving realistic virtual humans is crucial in virtual reality applications and video games. Nowadays there are software and game development tools, that are of great help to generate and simulate characters. They offer ...
    • Animation fidelity in self-avatars: impact on user performance and sense of agency 

      Yun, Haoran; Pontón Martínez, José Luis; Andújar Gran, Carlos Antonio; Pelechano Gómez, Núria (Institute of Electrical and Electronics Engineers (IEEE), 2023)
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      The use of self-avatars is gaining popularity thanks to affordable VR headsets. Unfortunately, mainstream VR devices often use a small number of trackers and provide low-accuracy animations. Previous studies have shown ...
    • Authoring virtual crowds: a survey 

      Lemonari, Marilena; Blanco Guerra, Rafael Andrés; Charalambous, Panayiotis; Pelechano Gómez, Núria; Avraamides, Marios; Pettré, Julien; Chrysanthou, Yiorgos (2022-05)
      Article
      Accés obert
      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 ...
    • Avatar locomotion in crowd simulation 

      Pelechano Gómez, Núria; Spanlang, Bernhard; Beacco Porres, Alejandro (2011-03)
      Article
      Accés restringit per política de l'editorial
      This paper presents an Animation Planning Mediator (APM) designed to synthesize animations efficiently for virtual characters in real time crowd simulation. From a set of animation clips, the APM selects the most appropriate ...
    • AvatarGo: plug and play self-avatars for VR 

      Pontón Martínez, José Luis; Monclús Lahoya, Eva; Pelechano Gómez, Núria (European Association for Computer Graphics (Eurographics), 2022)
      Comunicació de congrés
      Accés obert
      The use of self-avatars in a VR application can enhance presence and embodiment which leads to a better user experience. In collaborative VR it also facilitates non-verbal communication. Currently it is possible to track ...
    • Avatars rendering and its effect on perceived realism in virtual reality 

      Molina López, Elena; Pelechano Gómez, Núria; Ríos Jerez, Alejandro (Institute of Electrical and Electronics Engineers (IEEE), 2020)
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      Immersive virtual environments have proven to be a plausible platform to be used by multiple disciplines to simulate different types of scenarios and situations at a low cost. When participants are immersed in a virtual ...
    • Being a part of the crowd: towards validating VR crowds using presence 

      Pelechano Gómez, Núria; Stocker, Catherine; Allbeck, Jan; Badler, Norman (2008)
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      Crowd simulation models are currently lacking a commonly accepted validation method. In this paper, we propose level of presence achieved by a human in a virtual environment (VE) as a metric for virtual crowd behavior. ...
    • CAVAST: The crowd animation, visualization, and simulation testbed 

      Beacco Porres, Alejandro; Pelechano Gómez, Núria (European Association for Computer Graphics (Eurographics), 2014)
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      Simulation, animation and rendering of crowds has become an important part of real-time applications such as videogames. Virtual environments achieve higher realism when being populated by virtual crowds as opposed to ...
    • Clearance for diversity of agents’ sizes in navigation meshes 

      Oliva Martínez, Ramon; Pelechano Gómez, Núria (2014-12-04)
      Article
      Accés obert
      There are two frequent artifacts in crowd simulation caused by navigation mesh design. The first appears when all agents attempt to traverse the navigation mesh and share the same way points through portals, thus increasing ...
    • Combining motion matching and orientation prediction to animate avatars for consumer-grade VR devices 

      Pontón Martínez, José Luis; Yun, Haoran; Andújar Gran, Carlos Antonio; Pelechano Gómez, Núria (2022-12)
      Article
      Accés obert
      The animation of user avatars plays a crucial role in conveying their pose, gestures, and relative distances to virtual objects or other users. Self-avatar animation in immersive VR helps improve the user experience and ...
    • Comparing navigation meshes: Theoretical analysis and practical metrics 

      van Toll, Wouter; Triesscheijn, Roy; Kallmann, Marcello; Oliva Martínez, Ramon; Pelechano Gómez, Núria; Pettré, Julien; Geraerts, Roland (2020-10)
      Article
      Accés obert
      A navigation mesh is a representation of a 2D or 3D virtual environment that enables path planning and crowd simulation for walking characters. Various state-of-the-art navigation meshes exist, but there is no standardized ...
    • Comparison of crowd simulation for building evacuation and an alternative approach 

      Pelechano Gómez, Núria; Malkawi, Ali (2007)
      Comunicació de congrés
      Accés obert
      This paper presents an overview of crowd simulation models, their limitations, and an alternative agent-based approch. First we introduce several methods and then we focus on two widely used and validated simulation tools ...
    • Controlling individual agents in high-density crowd simulation 

      Pelechano Gómez, Núria; Allbeck, Jan; Badler, Norman (2007)
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      Simulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation ...
    • Coupling camera-tracked humans with a simulated virtual crowd 

      Rivalcoba, Jorge Ivan; De Gyves, Oriam; Rudomin, Isaac; Pelechano Gómez, Núria (SciTePress, 2014)
      Text en actes de congrés
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      Our objective with this paper is to show how we can couple a group of real people and a simulated crowd of virtual humans. We attach group behaviors to the simulated humans to get a plausible reaction to real people. We ...
    • Creating crowd variation with the OCEAN personality model 

      Durupinar, Funda; Allbeck, Jan; Pelechano Gómez, Núria; Badler, Norman (2008)
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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 ...