Mostra el registre d'ítem simple

dc.contributor.authorBeacco Porres, Alejandro
dc.contributor.authorPelechano Gómez, Núria
dc.contributor.otherUniversitat Politècnica de Catalunya. Departament de Ciències de la Computació
dc.date.accessioned2014-10-25T18:45:39Z
dc.date.created2014
dc.date.issued2014
dc.identifier.citationBeacco, A.; Pelechano, N. CAVAST: The crowd animation, visualization, and simulation testbed. A: Congreso Español de Informática Gráfica. "XXIV Spanish Computer Graphics Conference Zaragoza, Spain July2–4,2014". Zaragoza: European Association for Computer Graphics (Eurographics), 2014, p. 1-10.
dc.identifier.isbn978-3-905674-67-5
dc.identifier.urihttp://hdl.handle.net/2117/24480
dc.description.abstractSimulation, 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 appearing uninhabited. There has been a large amount of research on simulation, animation and rendering of crowds, but in most cases they seem to be treated separately as if the limitations in one area did not affect the others. At the end of the day the goal is to populate environments with as many characters as possible in real time, and it is of little use if one can for instance render thousands of characters in real time, but you cannot move more than a hundred due to a simulation bottleneck. The goal of our work is to provide a framework that lets the researcher focus on each of these topics at a time (simulation, animation, or rendering) and be able to explore and push the boundaries on one topic without being strongly limited by the other related issues. This paper presents therefore a new prototyping testbed for crowds that lets the researcher focus on one of these areas of research at a time without loosing sight of the others. We offer default representations, animation and simulation controllers for real time crowd simulation, that can easily be replaced or extended. Fully configurable level-of-detail for both rendering and simulation is also available
dc.format.extent10 p.
dc.language.isoeng
dc.publisherEuropean Association for Computer Graphics (Eurographics)
dc.subjectÀrees temàtiques de la UPC::Informàtica::Infografia
dc.subject.lcshCrowds--Computer simulation
dc.subject.otherThree-dimensional graphics and realism -- Animation
dc.titleCAVAST: The crowd animation, visualization, and simulation testbed
dc.typeConference report
dc.subject.lemacMultituds -- Simulació per ordinador
dc.contributor.groupUniversitat Politècnica de Catalunya. MOVING - Grup de Recerca en Modelatge, Interacció i Visualització en Realitat Virtual
dc.identifier.doi10.2312/ceig.20141108
dc.description.peerreviewedPeer Reviewed
dc.relation.publisherversionhttp://diglib.eg.org/EG/DL/LocalChapterEvents/CEIG/CEIG14
dc.rights.accessRestricted access - publisher's policy
local.identifier.drac15259031
dc.description.versionPostprint (published version)
dc.date.lift10000-01-01
local.citation.authorBeacco, A.; Pelechano, N.
local.citation.contributorCongreso Español de Informática Gráfica
local.citation.pubplaceZaragoza
local.citation.publicationNameXXIV Spanish Computer Graphics Conference Zaragoza, Spain July2–4,2014
local.citation.startingPage1
local.citation.endingPage10


Fitxers d'aquest items

Imatge en miniatura

Aquest ítem apareix a les col·leccions següents

Mostra el registre d'ítem simple