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Crowd Rendering

  • Daniel Thalmann
  • Soraia Raupp Musse

Abstract

In this chapter, we focus on the technical aspect of real-time crowd simulation, and how an efficient architecture can be developed. But first, it is important to identify the main goals to achieve. We need:
  • Quantity: real-time simulation of thousands of characters,

  • Quality: state-of-the-art virtual humans,

  • Efficiency: storage and real-time management of massive crowd data,

  • Versatility: adaptation to diversified environments and situations.

Keywords

Collision Avoidance Facial Animation Virtual Human Animation Sequence Deformable Mesh 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag London 2013

Authors and Affiliations

  • Daniel Thalmann
    • 1
    • 2
  • Soraia Raupp Musse
    • 3
  1. 1.Institute for Media InnovationNanyang Technological UniversitySingaporeSingapore
  2. 2.IC-DOEPFLLausanneSwitzerland
  3. 3.Graduate Course in Computer SciencePontifical Catholic University of Rio Grande do SulPorto AlegreBrazil

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