Authoring virtual crowds: a survey

Document typeArticle
Defense date2022-05
Rights accessOpen Access
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Abstract
Recent advancements in crowd simulation unravel a wide range of functionalities for virtual agents, delivering highly-realistic,natural virtual crowds. Such systems are of particular importance to a variety of applications in fields such as: entertainment(e.g., movies, computer games); architectural and urban planning; and simulations for sports and training. However, providingtheir capabilities to untrained users necessitates the development of authoring frameworks. Authoring virtual crowds is acomplex and multi-level task, varying from assuming control and assisting users to realise their creative intents, to deliveringintuitive and easy to use interfaces, facilitating such control. In this paper, we present a categorisation of the authorable crowdsimulation components, ranging from high-level behaviours and path-planning to local movements, as well as animation andvisualisation. We provide a review of the most relevant methods in each area, emphasising the amount and nature of influencethat the users have over the final result. Moreover, we discuss the currently available authoring tools (e.g., graphical userinterfaces, drag-and-drop), identifying the trends of early and recent work. Finally, we suggest promising directions for futureresearch that mainly stem from the rise of learning-based methods, and the need for a unified authoring framework.
CitationLemonari, M. [et al.]. Authoring virtual crowds: a survey. "Computer graphics forum", Maig 2022, vol. 41, núm. 2, p. 677-701.
ISSN1467-8659
Publisher versionhttps://onlinelibrary.wiley.com/doi/10.1111/cgf.14506
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