Feeling crowded yet?: Crowd simulations for VR

View/Open
Cita com:
hdl:2117/102206
Document typeConference report
Defense date2016
PublisherInstitute of Electrical and Electronics Engineers (IEEE)
Rights accessOpen Access
Abstract
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 realistic virtual worlds, the main element failing to enhance presence is autonomous groups of human inhabitants. A great
number of crowd simulation techniques have emerged in the last decade, but critical details in the crowd's movements and appearance do not meet the standards necessary to convince VR participants that they are present in a real crowd. In this paper, we review recent advances in the creation of immersive virtual crowds and discuss areas that require further work to turn these simulations into more fully immersive and believable experiences.
CitationPelechano, N., Allbeck, J. Feeling crowded yet?: Crowd simulations for VR. A: IEEE Virtual Humans and Crowds for Immersive Environments. "2016 IEEE virtual humans and crowds for immersive environments (VHCIE)". Greenville, SC: Institute of Electrical and Electronics Engineers (IEEE), 2016, p. 17-21.
ISBN978-1-5090-0829-2
Publisher versionhttp://ieeexplore.ieee.org/document/7563568/?section=abstract
Files | Description | Size | Format | View |
---|---|---|---|---|
Pelechano_VHCIE2016.pdf | 1,396Mb | View/Open |
All rights reserved. This work is protected by the corresponding intellectual and industrial
property rights. Without prejudice to any existing legal exemptions, reproduction, distribution, public
communication or transformation of this work are prohibited without permission of the copyright holder