Now showing items 1-20 of 40

    • 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)
      Conference report
      Restricted access - publisher's policy
      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)
      Conference report
      Restricted access - publisher's policy
      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)
      Conference report
      Open Access
      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)
      Conference report
      Restricted access - publisher's policy
      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
      Open Access
      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)
      Conference report
      Open Access
      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 ...
    • Avatar locomotion in crowd simulation 

      Pelechano Gómez, Núria; Spanlang, Bernhard; Beacco Porres, Alejandro (2011-03)
      Article
      Restricted access - publisher's policy
      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 ...
    • Being a part of the crowd: towards validating VR crowds using presence 

      Pelechano Gómez, Núria; Stocker, Catherine; Allbeck, Jan; Badler, Norman (2008)
      Conference report
      Restricted access - publisher's policy
      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)
      Conference report
      Restricted access - publisher's policy
      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
      Open Access
      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 ...
    • Comparison of crowd simulation for building evacuation and an alternative approach 

      Pelechano Gómez, Núria; Malkawi, Ali (2007)
      Conference lecture
      Open Access
      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)
      Conference report
      Restricted access - publisher's policy
      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)
      Conference report
      Open Access
      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)
      Conference report
      Restricted access - publisher's policy
      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 ...
    • Crowd simulation incorporating agent psychological models, roles and communication 

      Pelechano Gómez, Núria; O'Brien, Kevin; Silverman, Barry G.; Badler, Norman (2005)
      Conference report
      Open Access
      We describe a new architecture to integrate a psychological model into a crowd simulation system in order to obtain believable emergent behaviors. Our existing crowd simulation system (MACES) performs high level wayfinding ...
    • Efficient elimination of foot sliding for crowds 

      Spanlang, Bernhard; Pelechano Gómez, Núria; Beacco Porres, Alejandro (2010)
      Conference lecture
      Restricted access - publisher's policy
      This poster presents an efficient Animation Planning Mediator (APM) designed to animate virtual characters in real time for crowd simulation. The APM selects the most appropriate animation clip available for each character ...
    • Efficient rendering of animated characters through optimized per-joint impostors 

      Beacco Porres, Alejandro; Andújar Gran, Carlos Antonio; Pelechano Gómez, Núria; Spanlang, Bernhard (2012-02)
      Article
      Restricted access - publisher's policy
      In this paper, we present a new impostor-based representation for 3D animated characters supporting real-time rendering of thousands of agents. We maximize rendering performance by using a collection of pre-computed ...
    • Evacuation simulation models: challenges in modeling high rise building evacuation with cellular automata approaches 

      Pelechano Gómez, Núria; Malkawi, Ali (2008-05)
      Article
      Restricted access - publisher's policy
      Building evacuation simulation provides designers with an efficient way of testing the safety of a building before construction. A significant number of models have been developed in a variety of disciplines (computer ...
    • Exploiting the potential of image based crowd rendering 

      Izquierdo, Maria; Beacco Porres, Alejandro; Pelechano Gómez, Núria; Andújar Gran, Carlos Antonio (European Association for Computer Graphics (Eurographics), 2015)
      Conference lecture
      Restricted access - publisher's policy
      Per-joint impostors have been used to achieve high performance when rendering thousands of agents, while still allowing us to blend animation. This provides interactively animated crowds and reduces the memory footprint ...
    • Exploring virtual reality as a validation methodology 

      Pelechano Gómez, Núria ([s.n.], 2008-06-30)
      Conference report
      Open Access
      Virtual environments can be used as a test bed for validation of human behavior simulation techniques since they place people within a simulated situation from an egocentric perspective. We propose level of presence achieved ...