Ara es mostren els items 33-52 de 54

    • Generating plausible individual agent movements from spatio-temporal occupancy data 

      Sunshine-Hill, Ben; Allbeck, Jan; Pelechano Gómez, Núria; Badler, Norman (2007)
      Text en actes de congrés
      Accés restringit per política de l'editorial
      We introduce the Spatio-Temporal Agent Motion Model, a datadriven representation of the behavior and motion of individuals within a space over the course of a day. We explore different representations for this model, ...
    • GREIL-Crowds: crowd simulation with deep reinforcement learning and examples 

      Charalambous, Panayiotis; Pettré, Julien; Vassiliades, Vassilis; Chrysanthou, Yiorgos; Pelechano Gómez, Núria (2023-08)
      Article
      Accés obert
      Simulating crowds with realistic behaviors is a difficult but very important task for a variety of applications. Quantifying how a person balances between different conflicting criteria such as goal seeking, collision ...
    • Hierarchical path-finding for Navigation Meshes (HNA*) 

      Pelechano Gómez, Núria; Fuentes, Carlos (2016-10-01)
      Article
      Accés obert
      Path-finding can become an important bottleneck as both the size of the virtual environments and the number of agents navigating them increase. It is important to develop techniques that can be efficiently applied to any ...
    • Impostor-based crowd rendering 

      Beacco Porres, Alejandro; Pelechano Gómez, Núria; Andújar Gran, Carlos Antonio (CRC Press, 2016-09-27)
      Capítol de llibre
      Accés restringit per política de l'editorial
      Real-time rendering of detailed animated characters in crowd simulations is still a challenging problem in computer graphics. State-of-the-art approaches can render up to several thousand agents by consuming most of the ...
    • Improving the realism of agent movement for high density crowd simulation 

      Pelechano Gómez, Núria; Badler, Norman (2006)
      Comunicació de congrés
      Accés restringit per política de l'editorial
      Simulating realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either look like particle simulations (where agents ‘vibrate’ back and forth) or ...
    • Interoperable human behavior models for simulations 

      Silverman, Barry G.; McDonald, David; Lazarus, Richard; Leung, Alice; Hussain, Talib; Bharathy, Gnana; Eidelson, Roy J.; Pelechano Gómez, Núria; Sandhaus, Evan (2006)
      Text en actes de congrés
      Accés obert
      Modern simulations and games have limited capabilities for simulated characters to interact with each other and with humans in rich, meaningful ways. Although significant achievements have been made in developing human ...
    • Introductory graphics for very diverse audiences 

      Fairén González, Marta; Pelechano Gómez, Núria (European Association for Computer Graphics (Eurographics), 2013)
      Text en actes de congrés
      Accés restringit per política de l'editorial
      This paper presents our first experience teaching WebGL in a master’s degree for a class of students with very different backgrounds. The main challenge was to prepare a course that would be engaging for students with ...
    • La realidad virtual en el aprendizaje de historia mediante la interacción con humanoides virtuales 

      Muñoz, Albert; Besora Vilardaga, Isaac; Creus López, Carles; Pelechano Gómez, Núria; Brunet Crosa, Pere; Beacco Porres, Alejandro (2009)
      Text en actes de congrés
      Accés obert
      La realidad virtual ofrece la posibilidad de interactuar de manera inmersiva en mundos virtuales 3D. Estos mundos virtuales pueden ser representaciones de otros momentos históricos que permiten al usuario explorar los ...
    • Modeling crowd and trained leader behavior during building evacuation 

      Pelechano Gómez, Núria; Badler, Norman (2006-11)
      Article
      Accés obert
      This article considers animating evacuation in complex buildings by crowds who might not know the structure’s connectivity, or who find routes accidentally blocked. It takes into account simulated crowd behavior under two ...
    • Multi-agent parallel hierarchical path finding in navigation meshes (MA-HNA*) 

      Rahmani, Vahid; Pelechano Gómez, Núria (2020-02)
      Article
      Accés obert
      One of the main challenges in video games is to compute paths as efficiently as possible for groups of agents. As both the size of the environments and the number of autonomous agents increase, it becomes harder to obtain ...
    • Multi-domain real-time planning in dynamic environments 

      Kapadia, Mubbasir; Beacco Porres, Alejandro; Garcia, Francisco; Reddy, Vivek; Pelechano Gómez, Núria; Badler, Norman I. (2013)
      Comunicació de congrés
      Accés restringit per política de l'editorial
      This paper presents a real-time planning framework for multi-character navigation that enables the use of multiple heterogeneous problem domains of differing complexities for navigation in large, complex, dynamic virtual ...
    • Output-sensitive rendering of detailed animated characters for crowd simulation 

      Spanlang, Bernhard; Andújar Gran, Carlos Antonio; Pelechano Gómez, Núria; Beacco Porres, Alejandro (2010)
      Text en actes de congrés
      Accés restringit per política de l'editorial
      Rendering detailed animated characters is a major limiting factor in crowd simulation. In this paper we present a new representation for 3D animated characters which supports output-sensitive rendering. Each character is ...
    • Procedural crowd generation for semantically augmented virtual cities 

      Roglà Pujalt, Otger; Patow, Gustavo Ariel; Pelechano Gómez, Núria (2021-10)
      Article
      Accés obert
      Authoring meaningful crowds to populate a virtual city can be a cumbersome, time-consuming and an error-prone task. In this work, we present a new framework for authoring populated environments in an easier and faster way, ...
    • Procedural semantic cities 

      Roglà Pujalt, Otger; Pelechano Gómez, Núria; Patow, Gustavo Ariel (European Association for Computer Graphics (Eurographics), 2017)
      Text en actes de congrés
      Accés obert
      Procedural modeling of virtual cities has achieved high levels of realism with little effort from the user. One can rapidly obtain a large city using off-the-shelf software based on procedural techniques, such as the use ...
    • Simulating real-life scenarios to better understand the spread of diseases under different contexts 

      Blanco Guerra, Rafael Andrés; Patow, Gustavo Ariel; Pelechano Gómez, Núria (Springer, 2024-02-01)
      Article
      Accés obert
      Current statistical models to simulate pandemics miss the most relevant information about the close atomic interactions between individuals which is the key aspect of virus spread. Thus, they lack a proper visualization ...
    • Smooth transitioning between two walking metaphors for virtual reality applications 

      Salvetti, Isadora; Ríos Jerez, Alejandro; Pelechano Gómez, Núria (European Association for Computer Graphics (Eurographics), 2019)
      Text en actes de congrés
      Accés obert
      Virtual navigation should be as similar as possible to how we move in the real world, however the limitations of hardware and physical space make this a challenging problem. Tracking natural walk is only feasible when the ...
    • SparsePoser: Real-time full-body motion reconstruction from sparse data 

      Pontón Martínez, José Luis; Yun, Haoran; Aristidou, Andreas; Andújar Gran, Carlos Antonio; Pelechano Gómez, Núria (2023-10-31)
      Article
      Accés obert
      Accurate and reliable human motion reconstruction is crucial for creating natural interactions of full-body avatars in Virtual Reality (VR) and entertainment applications. As the Metaverse and social applications gain ...
    • The impact of animations in the perception of a simulated crowd 

      Molina López, Elena; Ríos Jerez, Alejandro; Pelechano Gómez, Núria (Springer, 2021)
      Capítol de llibre
      Accés obert
      Simulating virtual crowds is an important challenge in many areas such as games and virtual reality applications. A lot of effort has been dedicated to improving pathfinding, collision avoidance, or decision making, to ...
    • The Rocketbox library and the utility of freely available rigged avatars 

      Gonzalez-Franco, Mar; Ofek, Eyal; Pan, Ye; Antley, Angus; Steed, Anthony; Spanlang, Bernhard; Maselli, Antonella; Banakou, Domna; Pelechano Gómez, Núria; Orts-Escolano, Sergio; Orvalho, Veronica; Trutoiu, Laura; Wójcik, Markus; Sanchez-Vives, Maria V.; Bailenson, Jeremy; Slater, Mel; Lanier, Jaron (2020-11-03)
      Article
      Accés obert
      As part of the open sourcing of the Microsoft Rocketbox avatar library for research and academic purposes, here we discuss the importance of rigged avatars for the Virtual and Augmented Reality (VR, AR) research community. ...
    • Towards a human-like approach to path finding 

      Rahmani, Vahid; Pelechano Gómez, Núria (Elsevier, 2022-02)
      Article
      Accés obert
      Path finding for autonomous agents has been traditionally driven by finding optimal paths, typically by using A* search or any of its variants. When it comes to simulating virtual humanoids, traditional approaches rarely ...