CAVAST:乌鸦动画、可视化和仿真试验台

A. Beacco, N. Pelechano
{"title":"CAVAST:乌鸦动画、可视化和仿真试验台","authors":"A. Beacco, N. Pelechano","doi":"10.2312/ceig.20141108","DOIUrl":null,"url":null,"abstract":"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 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 \ntime, 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 \nresearcher 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","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"561 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":"{\"title\":\"CAVAST: The Crows Animation, Visualization, and Simulation Testbed\",\"authors\":\"A. Beacco, N. Pelechano\",\"doi\":\"10.2312/ceig.20141108\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"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 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 \\ntime, 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 \\nresearcher 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\",\"PeriodicalId\":385751,\"journal\":{\"name\":\"Spanish Computer Graphics Conference\",\"volume\":\"561 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1900-01-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"5\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Spanish Computer Graphics Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2312/ceig.20141108\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Spanish Computer Graphics Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/ceig.20141108","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5

摘要

人群的模拟、动画和渲染已经成为视频游戏等实时应用的重要组成部分。当被虚拟人群占据时,虚拟环境的真实感更高,而不是看起来无人居住。关于人群的模拟、动画和渲染已经有了大量的研究,但在大多数情况下,它们似乎被分开对待,好像一个领域的限制并不会影响到其他领域。在一天结束时,我们的目标是用尽可能多的角色实时填充环境,如果一个人可以实时渲染数千个角色,但由于模拟瓶颈,你不能移动超过100个角色,那么它就没什么用了。我们工作的目标是提供一个框架,让研究人员一次专注于这些主题(模拟,动画或渲染),并能够探索和推动一个主题的边界,而不受其他相关问题的强烈限制。因此,本文提出了一个新的群体原型测试平台,让研究人员一次专注于其中一个研究领域,而不会忽视其他领域。我们为实时人群模拟提供默认表示,动画和仿真控制器,可以很容易地替换或扩展。渲染和模拟的完全可配置的细节级别也是可用的
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
CAVAST: The Crows Animation, Visualization, and Simulation Testbed
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 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
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
期刊最新文献
Noise Reduction Automation of LiDAR Point Clouds for Modeling and Representation of High Voltage Lines in a 3D Virtual Globe On the Design of a Mixed-Reality Annotations Tool for the Inspection of Pre-fab Buildings Extending Industrial Digital Twins with Optical Object Tracking Direct Volume Rendering of Stack-Based Terrains Deployment of Volume Rendering Interactive Visualizations in Web Platforms With Intersected 3D Geometry
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1