Now showing items 1-20 of 33

    • 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 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 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 ...
    • 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 ...
    • 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 ...
    • 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
      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 ...
    • 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 and visualization 

      Perez, Hugo; Rudomin, Isaac; Ayguadé Parra, Eduard; Hernandez, Benjamin; Espinosa-Oviedo, Javier A.; Vargas-Solar, Genoveva (Barcelona Supercomputing Center, 2015-05-05)
      Conference report
      Open Access
      This paper presents a methodology to simulate and visualize crowds. Our goal is to represent the most realistic possible scenarios in a city. Due to the high demand of resources a GPU Cluster is used. We use real data from ...
    • Desarrollo de una aplicación de realidad virtual para la simulación de una situación de emergencia utilizando animaciones realistas 

      Alarcon Julian, Samuel (Universitat Politècnica de Catalunya, 2020-10-26)
      Bachelor thesis
      Open Access
      Este trabajo de fin de grado consiste en el diseño y desarrollo de una simulación de un entorno de realidad virtual en el que el usuario realiza una serie de tareas a lo largo de una estación de tren llena de avatares de ...
    • Development of crowd animation models using unity for imerssive VR applications 

      Molina López, Elena (Universitat Politècnica de Catalunya, 2020-10)
      Master thesis
      Restricted access - confidentiality agreement
    • Development of crowd simulation models using unity for immerssive VR applications 

      Nicás Miquel, Alicia (Universitat Politècnica de Catalunya, 2019-01-21)
      Master thesis
      Open Access
      We develop a virtual reality application that simulates a lecture-type talk in a crowded room and an emergency evacuation taking place in it. We perform an experiment where we immerse five participants in our application, ...
    • 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 ...
    • 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 ...
    • Feeling crowded yet?: Crowd simulations for VR 

      Pelechano Gómez, Núria; Allbeck, Jan M. (Institute of Electrical and Electronics Engineers (IEEE), 2016)
      Conference report
      Open Access
      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 ...
    • Feeling crowded? Exploring presence in virtual crowds 

      Pelechano Gómez, Núria; Stocker, Catherine; Allbeck, Jan; Badler, Norman (2007)
      Conference report
      Open Access
      Virtual reality experiments with virtual crowds are necessary to study human behavior under panic or stressful situations that cannot be evaluated in the real world (i.e., building evacuation due to fire). In order to ...