Ara es mostren els items 21-35 de 35

  • Feeling crowded yet?: Crowd simulations for VR 

    Pelechano Gómez, Núria; Allbeck, Jan M. (Institute of Electrical and Electronics Engineers (IEEE), 2016)
    Text en actes de congrés
    Accés obert
    With advances in virtual reality technology and its multiple applications, the need for believable, immersive virtual environments is increasing. Even though current computer graphics methods allow us to develop highly ...
  • Footstep parameterized motion blending using barycentric coordinates 

    Beacco Porres, Alejandro; Pelechano Gómez, Núria; Kapadia, Mubbasir; Badler, Norman (2015-04-01)
    Article
    Accés obert
    This paper presents a real-time animation system for fully embodied virtual humans that satisfies accurate foot placement constraints for different human walking and running styles. Our method offers a fine balance between ...
  • From one to many: Simulating groups of agents with reinforcement learning controllers 

    Casadiego, Luiselena; Pelechano Gómez, Núria (2015)
    Comunicació de congrés
    Accés obert
    Simulation of crowd behavior has been approached through many different methodologies, but the problem of mimicking human decisions and reactions remains a challenge for all. We propose an alternative model for simulation ...
  • 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, ...
  • 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-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 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 ...
  • Users’ locomotor behavior in collaborative virtual reality 

    Ríos Jérez, Alejandro; Palomar Soler, Marc; Pelechano Gómez, Núria (Association for Computing Machinery (ACM), 2018)
    Text en actes de congrés
    Accés restringit per política de l'editorial
    This paper presents a virtual reality experiment in which two participants share both the virtual and the physical space while performing a collaborative task. We are interested in studying what are the differences in human ...