|




|




Behavioural Animation Demos at VRlab |
Real-Time Crowd Motion Planning: Group Behavior |
|||
Barbara Yersin, Jonathan Maïm |
|
||
POPULATING ANCIENT POMPEII WITH CROWDS OF VIRTUAL HUMANS |
|||
VRlab EPFL: Barbara Yersin, Jonathan Maïm, Daniel Thalmann |
|
||
Real-Time Scalable Motion Planning for Crowds |
|||
Fiorenzo Morini, Barbara Yersin, Jonathan Maïm |
|
||
Unique Instances for Crowds |
|||
Barbara Yersin, Jonathan Maïm |
|
||
Real-Time Navigating Crowds: Scalable Simulation and Rendering |
|||
Navigation Graphs allow efficient navigation planning and simulation for crowds. They can be automatically computed from the mesh of the environment where the crowd is to be set. In real-time, our solution is able to simulate and render tens of thousands of people. The rendering engine exploits the 'Levels of Detail' principle, with models ranging from skinned articulated bodies to billboards. The crowd setup is eased by introducing navigation flows: the designer defines some destinations of interest in the environment, and the number of individuals aiming at going there, in order to populate its favorite virtual world. |
|
||
Riot in the City - multi-agent simulation framework |
|||
We introduce a new approach to virtual reality simulations with virtual characters. Using a high-level simulation framework, the user is able to collaborate with the agents on solving high-level problems, such as simulated crowd control, social interaction in a restaurant or training scenarios. The facilitator-based framework enables the user to work in multiple modes, such as first-person (direct) interaction or indirect, order-based interaction. Included action planner transparently supports teamwork and high level goals, letting the user to focus on the task being solved and not at the animation details. |
|
||
EPOCH |
|||
European research network on Excellence in Processing Open Cultural Heritage, EPOCH showcase 2.4.2 shows a reconstruction of the abbey of Ename and its monks around 1050 A.D.Our real-time crowd Engine allows to set up a simulation and fine-tune only global parameters. The resulting animations are captured, integrated into the abbey (provided by Ename-Center) and rendered with 3DSmax. Compared to the traditional approaches, our animation pipeline provides a quick and efficient way to control a large amount of virtual humans following a complex scenario. |
|
||
CAhrISMA |
|||
This realtime simulation of a virtual crowd inside a mosque has been developped for CAHRISMA project (Conservation of the Acoustical Heritage by the Revival and Identification of the Sinan's Mosques' Acoustics). While the virtual humans are praying in realtime, the user can visit the virtual reconstruction of Sokullu mosque and enjoy the prayer’s sound (auralised according to the mosque’s acoustics). |
|
||
a motivational model of action selection |
|||
|
This model of action selection based on motivations is sufficiently robust and flexible for modeling adaptive autonomous virtual humans. |
|
||
real time crowd simulation |
|||
|
Our crowd system aims to reproduce realistic scenarios involving large number of virtual human agents. It allows both scripted and autonomous behaviors of the agents as well as interactions with them. The agents react to other agents, to a virtual environment, and to real humans interacting with the simulation according to a set of behavioral rules. |
|
||
CROWD BRUSH |
|||
|
We introduce a novel approach to create complex scenes involving thousands of animated individuals in a simple and intuitive way. By employing a brush metaphor, analogous to the tools used in image manipulation programs, we can distribute, modify and control crowd members in real-time with immediate visual feedback. We use an efficient technique allowing to render up to several thousands of fully three-dimensional polygonal characters with key-framed animations at interactive framerates. |
|
||
ERATO |
|||
|
In this cultural heritage project we provide the restitution of a Roman odeon (Aphrodisias) and its audience. The Odeon model is created with commercial software according to maps and archeological documentation. To create the audience crowd, we are using an intuitive authoring tool: characters are placed, modified and animated using a brush metaphor. A real-time crowd rendering engine is developed that handles 1000 humans or more. |
|
||