Crowd and Group Simulation with Levels of Detail for Geometry, Motion and Behaviour.

Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. Approaches that reduce the complexity of motions generated have also been proposed. In this paper, we describe ongoing development of a framework for Adaptive Level Of Detail for Human Animation (ALOHA), which incorporates levels of detail for not only geometry and motion, but also includes a complexity gradient for natural behaviour, both conversational and social.

[1]  J. Cassell,et al.  More Than Just Another Pretty Face: Embodied Conversational Interface Agents , 1999 .

[2]  Thanh Giang,et al.  ALOHA : Adaptive Level Of Detail for Human Animation Towards a new framework , 2000, Eurographics.

[3]  Yiorgos Chrysanthou,et al.  Real-Time Rendering of Densely Populated Urban Environments , 2000, Rendering Techniques.

[4]  Carol O'Sullivan,et al.  Men Behaving Appropriately: Integrating the Role Passing Technique into the ALOHA System , 2001 .

[5]  Craig W. Reynolds Flocks, herds, and schools: a distributed behavioral model , 1987, SIGGRAPH.

[6]  Daniel Thalmann,et al.  Hierarchical Model for Real Time Simulation of Virtual Human Crowds , 2001, IEEE Trans. Vis. Comput. Graph..

[7]  Peter Schröder,et al.  Interpolating Subdivision for meshes with arbitrary topology , 1996, SIGGRAPH.

[8]  Soraia Raupp Musse,et al.  Guiding and Interacting with Virtual Crowds , 1999, Computer Animation and Simulation.

[9]  Daniel Thalmann,et al.  Real-time display of virtual humans: levels of details and impostors , 2000, IEEE Trans. Circuits Syst. Video Technol..

[10]  David C. Brogan,et al.  Group Behaviors for Systems with Significant Dynamics , 1997, Auton. Robots.

[11]  John Dingliana,et al.  Graceful Degradation of Collision Handling in Physically Based Animation , 2000, Comput. Graph. Forum.

[12]  Soraia Raupp Musse,et al.  Guiding and Interacting with Virtual Crowds in Real-time , 1999 .

[13]  Tony DeRose,et al.  Subdivision surfaces in character animation , 1998, SIGGRAPH.

[14]  Justine Cassell,et al.  BEAT: the Behavior Expression Animation Toolkit , 2001, Life-like characters.

[15]  Carol O'Sullivan,et al.  Vision-based reaching for autonomous virtual humans , 2002 .

[16]  N. Dyn,et al.  A butterfly subdivision scheme for surface interpolation with tension control , 1990, TOGS.

[17]  John Dingliana,et al.  Collisions and perception , 2001, TOGS.

[18]  W ReynoldsCraig Flocks, herds and schools: A distributed behavioral model , 1987 .

[19]  Charles T. Loop,et al.  Smooth Subdivision Surfaces Based on Triangles , 1987 .

[20]  Soraia Raupp Musse,et al.  A Behavioral Model for Real Time Simulation of Virtual Human Crowds , 2001 .