Daniel Thalmann EPFL - VRlab. Real-Time Autonomous Crowds. Dongguk University, Seoul, May VRlab

Size: px
Start display at page:

Download "Daniel Thalmann EPFL - VRlab. Real-Time Autonomous Crowds. Dongguk University, Seoul, May VRlab"

Transcription

1 Daniel Thalmann EPFL - VRlab Real-Time Autonomous Crowds Dongguk University, Seoul, May 2006 VRlab 1

2 Director: Prof. Daniel Thalmann About 25 people 5 EU projects Swiss National Research Foundation NCCR CO-ME Areas of research High-level Motion Control Models Walking, gait Automatic Grasping Models from Motion Capture Modeling of complex tasks Standards: MPEG-4, HANIM 2

3 Areas of research Behavioral animation, autonomous agents Groups and crowds Smart Objects Areas of research Body deformations Biomechanics models (medical) Health Emergency 3

4 Areas of research Networked VR VR interaction Haptics Augmented reality sense of presence Believable interfaces Graphics rendering Haptic rendering Acoustic rendering Study of human factors Personal interfaces (Emotional content) Address full range of population: from tech gurus and youngsters to elders and handicapped 4

5 How to model groups and crowds? What is a crowd? A large group of individuals in the same physical environment sharing a common goal and may act in a different way than when they are alone (Benesh, 86 and Roloff, 81) Motivation Why do we need virtual crowds? Real worlds: crowds are ubiquitous Non-real time applications: (feature films, commercials, cut-scenes of games) crowds used more and more, usually to increase epic dimensions Real-time applications: (games, training simulations) crowds are still rare, most interactive virtual worlds are ghost towns 5

6 Introduction Existing application areas for crowd simulations: Entertainment industry (animation production, computer games) Training of police & military (demonstrations, riots handling) Architecture (planning of buildings, towns, visualization) Safety science (evacuation of buildings, ships, airplanes) Sociology (crowd behavior) Physics (crowd dynamics) State-of-the-Art Flocking systems (Boids) (Reynolds, 1987) Procedural animation of flocks (Girard, 90) Film Eurythmy Maintain proper position and orientation: ~Avoid collisions ~Match velocities of neighbours ~Move towards the centre of flock 6

7 Crowd Evacuation Simulators Model movement of large number of people in usually closed, well-defined spaces like: inner areas of buildings (Simulex, Thompson & Marchant 95), subways (Hareesh et al. 2000), ships (Klüpfel et al. 2000) airplanes (Owen et al. 98). LEGION Early prototype of Legion TM developed by Still (2000) for simulation/analysis of crowd dynamics (stadiums). Legion v.1.7,: every person treated as individual. Each individual scans local environment and chooses action to minimise effort. 7

8 Crowd Management Training Systems CACTUS (Williams 1995) to assist in planning and training for public order incidents. crowd groups and police units placed on digitized map and have probabilistic rules for their interactive behavior (DAG). Small Unit Leader Non-Lethal Training System (Varner 98) simulator for training US Marines crowds move within simulated urban environment along instructor-predefined pathways crowd profiles fanaticism, arousal state, prior experience with non-lethal munitions State-of-the-Art: 3D systems Bouvier ( ) avoid obstacles using attraction and repulsion forces analogous to physical electric forces. Higher level behavior modeled by transition networks Exodus 8

9 State-of-the-Art Significant Physics (Brogan and Hodgins, 1997) Two steps: 1) perception model determines creatures and obstacles visible to each individual 2) placement algorithm determines desired position for each individual. Simulated systems: groups of legged robots, bicycle riders... State-of-the-Art: Crowd rendering Tecchia and Chrysantou (2001) Medieval Total War Fast rendering (Image Based billboarding) - Lot of pre-processing - Static animations 9

10 State-of-the-Art: Movies Digital cloning of people using 3D characters (The Borrowers and Titanic, 1998) State-of-the-Art: Movies Fluid mechanics (Stam, 99; Witting, 99) Hybrid systems: physical forces (flow fluids, goals) and procedural rules (flocking behaviours). Antz and Bugs Life (1999) 10

11 State-of-the-Art: Movies Industrial Light and Magic Star Wars: A Jovial Crowd of Geonosians State-of-the-Art: Movies PDI/DreamWorks Shrek 2 11

12 State-of-the-Art: Movies Lord oftherings The Mummy The Lion King Games: Act Of War 12

13 ViCrowd Script control (Scripted behaviors ) Events and Reactions Crowd Information Crowd Behaviour External control (Guided behaviors) GI G B B GI B GI B Individual Information and behaviours Script Language (Before simulation) User intervention during the simulation Generated by ViCrowd S. Raupp Musse, D.Thalmann, Hierarchical Model for Real Time Simulation of Virtual Human Crowds, IEEE Transactions on Visualization and Computer Graphics, 2001, Vol.7, No2, pp Crowd formed by groups Group formed by agents Agents completely programmed or evolves according to behavioural rules contains information to be distributed among groups size variable, can change during simulation possible leader can be programmed, guided or autonomous communication, memory, react to events, etc. cannot be explicitly controlled applythebehaviourofthegroup possible leader can change of group can apply innate behaviours : goal seeking, follow groups specification, walk and apply actions, etc. 13

14 Emergency Situation Crowds Real-Time Crowds Concepts Daniel Thalmann Pablo de Heras Ciechomski Jonathan Maïm Julien Pettré Sébastien Schertenleib Barbara Yersin 14

15 Requirements & constraints Different from single agent simulations Conceptual differences need for variety: Variety of agents visualizations Variety of individual trajectories Variety of behavior Variety of animations Variety of reactions to the same situations Assets Managements Data-Driven architecture Crowd simulation sub-areas Crowd behavior generation How should a virtual crowd behave? Crowd motion control How should virtual entities move around and avoid collisions? Integration of crowds in virtual environments Which aspects of environment need to be modeled? Interaction How can an end-user interact with the crowd in real-time 15

16 Our system Crowd simulation for interactive virtual environments: Goal to reproduce real world scenarios with large number of virtual humans evolving in realtime History: 2 generations of simulation systems Year SGI Onyx2 mainframe - Up to several dozens of agents - Few frames per second Year 2005: - Consumer grade PC - Up to several thousands of agents - Shaders Rendering for Crowds - Greater variety in appearance and animation Our system Features: Multi-agent system Data-Driven Individual based model Behavior modeled by Hierarchical Finite State Machine More complex behaviors described with Python Scripts. Interation and Feedback about the agents s status 3D Shaders Rendering engine Multi-threaded Environment 16

17 System Architecture Crowd simulation system: Computation Layers PrioritizedTasks Fast Locality Query Behaviors Transition Visualization layer Representing Behaviors Crowd Rendering Engine Authoring Tools Creating and interacting with the crowds Feedback information about the simulations Crowd Component: Part of the VHD++ real-time framework vhdcrowdservice Simulated crowd of virtual humans able to move and interact within virtual environment A Virtual Human-based VR/AR Platform: VHD++ Developed by VRlab (EPFL) and MIRALab (Univ. Geneva) Is a multithreaded component-based system development Extendible through Plug-Ins (Crowds, AI, Sound ) Comes with a set of standard plug-ins for handling: Scenegraph (using OpenSceneGraph, Scripting (Python, Lua) Configuration Files (XML, Collada) for system and data management Multi-platform (Linux, Windows) Used in different domain like VR, AR, Edutainment, 17

18 VHD++: spectrum of applications vhd LIFEPLUS AR edutainment reconstruction of ancient life in Pompei (Italy) VR VHD++ AR vhd ERATO Reconstructing of crowds in ancient theaters games edutainment Social Phobia infotainment vhd STAR AR training of hardware maintenance professionals vhd JUST immersive VR health emergency personnel training Crowd rendering engine skeletal and billboard rendering LODs generated with OGRE3D fully dynamic animation -> IK possible greater variety in appearance Shader Integration 18

19 Rendering Management: Manager stores template humans and keeps record of all existing instances. Template humans: set of animations, textures and shaders. Skeletal deformed characters rendered first, then billboard models (front-to-back) Benefits: Benefits of our dual approach are: Fully dynamic animation We have facial animation detail levels Characters look fine from all camera directions and zooms, as opposed to a pure billboard approach Memory usage lower than with billboards 19

20 Crowd rendering engine Full integration into OpenGL triangle processing pipeline Colored spotlight Cartoon shading Specular highlights shading Crowd generation 3ds max exporting Pipeline for converting character and animation data to format usable by crowd rendering and animation engine Exported data: Mesh Texture UV coordinates Skeleton hierarchy Deformations bindings Animations 20

21 Crowd generation Mesh design: around polygons each Textures design: same texture mapping for different meshes; different characters by varying colors Designing Texture Variety (1/3) - Random colors for each body part is not good enough - Realistic results require constrained randomness 21

22 Designing Texture Variety (2/3) HSB Maps HSB space constrained to a 3D color space. Allow to deal with localized constraints. Eyes example : - Hue from 20 to 250; - Saturation from 30 to 80; - Brightness from 40 to 100. Designing Texture Variety (3/3) Alpha Map Layer Allow the artist to define the different body parts. Allow the application to modulate the color variety. Example of 1 mesh template with 4 different textures. HSB maps give the illusion of many different meshes and textures. 22

23 AI processing Goal: Every agent has its own behavior. Agent Management Chained Hierarchical State Machine State Machine Transitions described within Lua Metatables Agent s tasks are prioritized in order to avoid unnecessary checks. (E.g. updating every state at each frame) Scenario Authoring Designers can create their own behaviors using scripting interfaces Behavior engine Virtual human agent Visual 3D Mesh, Skeletal Animation (compatible with H-ANIM standard) Motor Actions Steering, Walking, Gestual Animations (Lookat, Face Animations ) Instinct Behaviors Scenario specific states defining psychological and physical attributes. High-Level Behaviors Motivation Based Behaviors. Authoring Real-time interaction with the virtual human allowing to prototype and test the system. 23

24 Crowds Navigation (1/4) Objectives Crowds One to thousands of people Common or individual goals Variety Spread people Individual solutions Interactivity Environment Uneven surfaces Multi-floored structure Automatic Unprocessed environment meshes No user s intervention Crowds Navigation (2/4) Principles Based on a pre-computed Navigation Graph Capture the environment Topology Delimit Navigable Areas (vertices) Out of obstacle Limited slopes Cylindrical bounding shape Local elevation map Connect areas with Passages (edges) Bounding shapes intersections Deterministic graph building method (based on Voronoï diagrams) 24

25 Crowds Navigation (3/4) goal Path Planning Iterative path search Provides multiple solutions (edge sequences) leading to the goal Captures several homotopy classes of solutions (i.e. separated by obstacles) From the shortest to the longest Path declination Transforms previous paths into way-point sequences Exploits passage widths to produce variety Individual parameter determines exactly where each passage is crossed init Crowds Navigation (4/4) Results Way-points following is scalable (smooth, linear or estimated trajectories) Data structure is compact, rich and memory-light Navigation graph computed deterministically in minutes Robust and versatile Inter-collisions are to be considered locally only 25

26 Crowd Motion control Displacement system Motion of agents between waypoints Activate Motor Actions (walking, running skeletalbased animations) Variety Walking attribute (velocity, speed ) Non-static waypoints through collision free corridors. Adaptive walking style using Motion Capture Data Characters motion using the navigation graph The promising approach: generate models from motion capture e.g. Walking model Our walking engine: driven by two highlevel parameters: speed and human size. 1. interpolation and extrapolation achieved in PCA spaces of each subject to generate new motion according to speed value. 2. time warping method allows to handle the human size parameter. 26

27 Creation of PCA space PCA technique transforms set of variables into smaller set of its linear combination, so as to account for most of variance of original dataset. PCA space computed with motion matrix M composed of various walking motion vectors θ from specific subject v. θ 0 : average vector of all n motion vectors of M. α=(α 1, α 2,, α m ) coefficient vectors e=(e 1, e 2,, e m ) Basic vectors: m first PC's of M, walking motion θ: Characteristics of the model We can extrapolate and interpolate realistic and correct walking motion from 0 km/h up to 10 km/h Beyond 10 km/h, undesired behavior occurs at skeleton level esp. legs) - Double support phase no longer ensured. Scaling size of human directly influences cycle frequency in order to preserve motion properties. For 2 humans with different size, smaller one walks with larger frequency for identical motion speed. 27

28 Crowd authoring No matter how good rendering or behavior, there should also be a good way of producing content for simulation More individuals more difficult to create unique and varied content Create and modify characters one by one is too laborious Procedural generation can create artifacts ( armylike appearance) Random distributions are hard to control Need human-in-the-loop to make creative decisions Scenario authoring CrowdBrush Goal is to give full creative power to designers using metaphors of artistic tools Works in WYSIWYG (What You See Is What You Get) mode, with a real-time view of the authored scene 28

29 Scenario authoring Brushes Tools with visual representation on the screen Affect crowd members in different manners: Create new individuals in the scene Change their appearance or behavior Creation brush Deletion brush Happy brush Sad brush Crowds in VR training Applications Training system for urban emergency situations Health emergency decision training Goal To reproduce training scenarios based on real world situations 29

30 Agent-based Case: Riot in the city Crowds in virtual heritage CAHRISMA Reconstructions of mosques Around 50 characters ERATO Reconstruction of theaters and odeons Around 1000 characters 30

31 Future We will see more and more people Faster CPUs & GPUs Multi-threaded Architecture (Multi-core CPUs) Better algorithms Content creation streamlining Convergence between non real-time and real-time domains 31

Adding Virtual Characters to the Virtual Worlds. Yiorgos Chrysanthou Department of Computer Science University of Cyprus

Adding Virtual Characters to the Virtual Worlds. Yiorgos Chrysanthou Department of Computer Science University of Cyprus Adding Virtual Characters to the Virtual Worlds Yiorgos Chrysanthou Department of Computer Science University of Cyprus Cities need people However realistic the model is, without people it does not have

More information

Modeling the Virtual World

Modeling the Virtual World Modeling the Virtual World Joaquim Madeira November, 2013 RVA - 2013/2014 1 A VR system architecture Modeling the Virtual World Geometry Physics Haptics VR Toolkits RVA - 2013/2014 2 VR object modeling

More information

CROWD SIMULATION FOR ANCIENT MALACCA VIRTUAL WALKTHROUGH

CROWD SIMULATION FOR ANCIENT MALACCA VIRTUAL WALKTHROUGH 511 CROWD SIMULATION FOR ANCIENT MALACCA VIRTUAL WALKTHROUGH Mohamed `Adi Bin Mohamed Azahar 1, Mohd Shahrizal Sunar 2, Abdullah Bade 2, Daut Daman 2 Faculty of Computer Science and Information Technology

More information

Toward realistic and efficient virtual crowds. Julien Pettré - June 25, 2015 Habilitation à Diriger des Recherches

Toward realistic and efficient virtual crowds. Julien Pettré - June 25, 2015 Habilitation à Diriger des Recherches Toward realistic and efficient virtual crowds Julien Pettré - June 25, 2015 Habilitation à Diriger des Recherches A short Curriculum 2 2003 PhD degree from the University of Toulouse III Locomotion planning

More information

Real-Time Rendering of a Scene With Many Pedestrians

Real-Time Rendering of a Scene With Many Pedestrians 2015 http://excel.fit.vutbr.cz Real-Time Rendering of a Scene With Many Pedestrians Va clav Pfudl Abstract The aim of this text was to describe implementation of software that would be able to simulate

More information

3D Production Pipeline

3D Production Pipeline Overview 3D Production Pipeline Story Character Design Art Direction Storyboarding Vocal Tracks 3D Animatics Modeling Animation Rendering Effects Compositing Basics : OpenGL, transformation Modeling :

More information

Sketch-based Interface for Crowd Animation

Sketch-based Interface for Crowd Animation Sketch-based Interface for Crowd Animation Masaki Oshita 1, Yusuke Ogiwara 1 1 Kyushu Institute of Technology 680-4 Kawazu, Iizuka, Fukuoka, 820-8502, Japan oshita@ces.kyutech.ac.p ogiwara@cg.ces.kyutech.ac.p

More information

Real-time Crowd Movement On Large Scale Terrains

Real-time Crowd Movement On Large Scale Terrains Real-time Crowd Movement On Large Scale Terrains Wen Tang, Tao Ruan Wan* and Sanket Patel School of Computing and Mathematics, University of Teesside, Middlesbrough, United Kingdom E-mail: w.tang@tees.ac.uk

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading Runtime VR systems Two major parts: initialisation and update loop. Initialisation

More information

CS 231. Crowd Simulation. Outline. Introduction to Crowd Simulation. Flocking Social Forces 2D Cellular Automaton Continuum Crowds

CS 231. Crowd Simulation. Outline. Introduction to Crowd Simulation. Flocking Social Forces 2D Cellular Automaton Continuum Crowds CS 231 Crowd Simulation Outline Introduction to Crowd Simulation Fields of Study & Applications Visualization vs. Realism Microscopic vs. Macroscopic Flocking Social Forces 2D Cellular Automaton Continuum

More information

URBAN SCALE CROWD DATA ANALYSIS, SIMULATION, AND VISUALIZATION

URBAN SCALE CROWD DATA ANALYSIS, SIMULATION, AND VISUALIZATION www.bsc.es URBAN SCALE CROWD DATA ANALYSIS, SIMULATION, AND VISUALIZATION Isaac Rudomin May 2017 ABSTRACT We'll dive deep into how we use heterogeneous clusters with GPUs for accelerating urban-scale crowd

More information

Visibility optimizations

Visibility optimizations SEME OPTIS Semaine d'étude Maths-Entreprises avec OPTIS Visibility optimizations OPTIS Current context Optimizations needs SEME State of the art 2D experimentations / software resolutions 3D prototypes

More information

Index FEATURES LIST 2

Index FEATURES LIST 2 FULL FEATURES LIST Index RealFlow 10 Features 4 Liquids 4 Elastics 4 Granulars 4 Rigids 5 Fibres 5 Built-in Basic Primitives 5 Particle Emitters 6 Rigid Bodies 6 Soft Bodies 6 Fracture Tools 7 Joints 7

More information

The 3D rendering pipeline (our version for this class)

The 3D rendering pipeline (our version for this class) The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons in camera coordinates Pixels in image coordinates Scene graph Camera Rasterization

More information

Case Study: The Pixar Story. By Connor Molde Comptuer Games & Interactive Media Year 1

Case Study: The Pixar Story. By Connor Molde Comptuer Games & Interactive Media Year 1 Case Study: The Pixar Story By Connor Molde Comptuer Games & Interactive Media Year 1 Contents Section One: Introduction Page 1 Section Two: About Pixar Page 2 Section Three: Drawing Page 3 Section Four:

More information

Traffic/Flocking/Crowd AI. Gregory Miranda

Traffic/Flocking/Crowd AI. Gregory Miranda Traffic/Flocking/Crowd AI Gregory Miranda Introduction What is Flocking? Coordinated animal motion such as bird flocks and fish schools Initially described by Craig Reynolds Created boids in 1986, generic

More information

11 Behavioural Animation. Chapter 11. Behavioural Animation. Department of Computer Science and Engineering 11-1

11 Behavioural Animation. Chapter 11. Behavioural Animation. Department of Computer Science and Engineering 11-1 Chapter 11 Behavioural Animation 11-1 Behavioral Animation Knowing the environment Aggregate behavior Primitive behavior Intelligent behavior Crowd management 11-2 Behavioral Animation 11-3 Knowing the

More information

Future Studios Research Lab

Future Studios Research Lab GPU TECHNOLOGY WORKSHOP SOUTH EAST ASIA 2014 Future Studios Research Lab The Boy and His Robot Film Case Study Prof SEAH Hock Soon Director Multi-plAtform Game Innovation Centre (MAGIC) Nanyang Technological

More information

CONSTRUCTING VIRTUAL HUMAN LIFE SIMULATIONS

CONSTRUCTING VIRTUAL HUMAN LIFE SIMULATIONS CONSTRUCTING VIRTUAL HUMAN LIFE SIMULATIONS Marcelo Kallmann, Etienne de Sevin and Daniel Thalmann Swiss Federal Institute of Technology (EPFL), Computer Graphics Lab (LIG), Lausanne, Switzerland, CH-1015,

More information

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural

Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural 1 Point based global illumination is now a standard tool for film quality renderers. Since it started out as a real time technique it is only natural to consider using it in video games too. 2 I hope that

More information

Implementing a Hybrid Space Discretisation Within An Agent Based Evacuation Model

Implementing a Hybrid Space Discretisation Within An Agent Based Evacuation Model Paper presented at PED 2010, NIST, Maryland USA, March 8-10 2010 Implementing a Hybrid Space Discretisation Within An Agent Based Evacuation Model N. Chooramun, P.J. Lawrence and E.R.Galea Fire Safety

More information

CS248. Game Mechanics

CS248. Game Mechanics CS248 Game Mechanics INTRODUCTION TOM WANG 2007 BS/MS CS KEY GAME MECHANICS * * * * * WORLD BUILDING CONTROLS CAMERA AI PERFORMANCE WORLD BUILDING WORLD BUILDING Set the atmosphere and tone of the game.

More information

character design pipeline) callum.html

character design pipeline)   callum.html References: http://3d.about.com/od/3d-101-the-basics/tp/introducing-the-computer-graphics- Pipeline.htm (character design pipeline) http://cpapworthpp.blogspot.co.uk/2012/12/animation-production-pipelinecallum.html

More information

Master s Thesis. Animal Stampede Simulation

Master s Thesis. Animal Stampede Simulation Master s Thesis Animal Stampede Simulation Akila Lakshminarayanan Brian Tran MSc Computer Animation and Visual Effects, NCCA 2011-2012 Abstract Large crowd scenes with humans and animals are abundant in

More information

Overview. Animation is a big topic We will concentrate on character animation as is used in many games today. humans, animals, monsters, robots, etc.

Overview. Animation is a big topic We will concentrate on character animation as is used in many games today. humans, animals, monsters, robots, etc. ANIMATION Overview Animation is a big topic We will concentrate on character animation as is used in many games today humans, animals, monsters, robots, etc. Character Representation A character is represented

More information

Crowd simulation of pedestrians in a virtual city

Crowd simulation of pedestrians in a virtual city Crowd simulation of pedestrians in a virtual city Submitted in partial fulfilment of the requirements of the degree Bachelor of Science (Honours) of Rhodes University Flora Ponjou Tasse November 3, 2008

More information

Collaborators. Multiple Agents & Crowd Simulation: training sytems 5/15/2010. Interactive Multi-Robot Planning and Multi-Agent Simulation

Collaborators. Multiple Agents & Crowd Simulation: training sytems 5/15/2010. Interactive Multi-Robot Planning and Multi-Agent Simulation Interactive Multi-Robot Planning and Multi-Agent Simulation Dinesh Manocha UNC Chapel Hill dm@cs.unc.edu http://gamma.cs.unc.edu Collaborators Ming C. Lin Jur van der Berg Sean Curtis Russell Gayle Stephen

More information

Robot-Assisted Crowd Evacuation under Emergency Situations: A Survey

Robot-Assisted Crowd Evacuation under Emergency Situations: A Survey robotics Article Robot-Assisted Crowd Evacuation under Emergency Situations: A Survey Ibraheem Sakour * and Huosheng Hu School of Computer and Electronic Engineering, University of Essex, Colchester CO4

More information

Impostors and pseudo-instancing for GPU crowd rendering

Impostors and pseudo-instancing for GPU crowd rendering Impostors and pseudo-instancing for GPU crowd rendering Erik Millan ITESM CEM Isaac Rudomin ITESM CEM Figure 1: Rendering of a 1, 048, 576 character crowd. Abstract Animated crowds are effective to increase

More information

Graphics for VEs. Ruth Aylett

Graphics for VEs. Ruth Aylett Graphics for VEs Ruth Aylett Overview VE Software Graphics for VEs The graphics pipeline Projections Lighting Shading VR software Two main types of software used: off-line authoring or modelling packages

More information

Books: 1) Computer Graphics, Principles & Practice, Second Edition in C JamesD. Foley, Andriesvan Dam, StevenK. Feiner, John F.

Books: 1) Computer Graphics, Principles & Practice, Second Edition in C JamesD. Foley, Andriesvan Dam, StevenK. Feiner, John F. Computer Graphics Books: 1) Computer Graphics, Principles & Practice, Second Edition in C JamesD. Foley, Andriesvan Dam, StevenK. Feiner, John F. Huges 2) Schaim s Outline Computer Graphics Roy A. Plastock,

More information

What s New in DI-Guy 12.5

What s New in DI-Guy 12.5 What s New in DI-Guy 12.5 DI-Guy 12.5.0 March 2013 What s New in DI-Guy 12.5 NEW ADAPTIVE GUIDE MORE VISUAL VARIATION DYNAMIC STANDING Boston Dynamics 78 Fourth Avenue Waltham, MA 02451 USA 617.868.5600

More information

CNM 190 Advanced Digital Animation Lec 12 : Walk Cycles & Autonomous Motion

CNM 190 Advanced Digital Animation Lec 12 : Walk Cycles & Autonomous Motion John Cleese Silly Walk animated using SPAM software CNM 190 Advanced Digital Animation Lec 12 : Dan Garcia,, EECS (co-instructor) Greg Niemeyer, Art (co-instructor) Jeremy Huddleston, EECS (TA) Overview

More information

Black Desert Online. Taking MMO Development to the Next Level. Dongwook Ha Gwanghyeon Go

Black Desert Online. Taking MMO Development to the Next Level. Dongwook Ha Gwanghyeon Go Black Desert Online Taking MMO Development to the Next Level Dongwook Ha (dongwook@pearlabyss.com) Gwanghyeon Go (xdotdt@pearlabyss.com) 2018-03-23 Black Desert Online Challenges Massive data and contents

More information

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models

3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models 3D Programming Concepts Outline 3D Concepts Displaying 3D Models 3D Programming CS 4390 3D Computer 1 2 3D Concepts 3D Model is a 3D simulation of an object. Coordinate Systems 3D Models 3D Shapes 3D Concepts

More information

Index FEATURES LIST 2

Index FEATURES LIST 2 FULL FEATURES LIST Index RealFlow Features 4 Liquids 4 Elastics 4 Granulars 4 Rigids 5 Viscous Materials 5 Viscoelastic Materials 5 Fibres 5 Built-in Basic Primitives 6 Particle Emitters 6 Rigid Bodies

More information

Overview. Agents and Avatars. Why IVAs? IVAS. Agents and Avatars Believability v naturalism Building the body H-anim Moving and sensing.

Overview. Agents and Avatars. Why IVAs? IVAS. Agents and Avatars Believability v naturalism Building the body H-anim Moving and sensing. Overview Agents and Avatars Ruth Aylett Agents and Avatars Believability v naturalism Building the body H-anim Moving and sensing IVAS Why IVAs? Intelligent Virtual Agents (IVAs) Also: Synthetic characters

More information

Particle Systems. Typical Time Step. Particle Generation. Controlling Groups of Objects: Particle Systems. Flocks and Schools

Particle Systems. Typical Time Step. Particle Generation. Controlling Groups of Objects: Particle Systems. Flocks and Schools Particle Systems Controlling Groups of Objects: Particle Systems Flocks and Schools A complex, fuzzy system represented by a large collection of individual elements. Each element has simple behavior and

More information

Simulation of Agent Movement with a Path Finding Feature Based on Modification of Physical Force Approach

Simulation of Agent Movement with a Path Finding Feature Based on Modification of Physical Force Approach Simulation of Agent Movement with a Path Finding Feature Based on Modification of Physical Force Approach NURULAQILLA KHAMIS Malaysia-Japan International Institute of Technology, Universiti Teknologi Malaysia,

More information

Collision Avoidance with Unity3d

Collision Avoidance with Unity3d Collision Avoidance with Unity3d Jassiem Ifill September 12, 2013 Abstract The primary goal of the research presented in this paper is to achieve natural crowd simulation and collision avoidance within

More information

Non-Photorealistic Rendering

Non-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 Non-Photorealistic Rendering November 18, 2003 Doug James Carnegie Mellon University http://www.cs.cmu.edu/~djames/15-462/fall03 Pen-and-Ink Illustrations Painterly

More information

An Interactive Interface for Directing Virtual Humans

An Interactive Interface for Directing Virtual Humans An Interactive Interface for Directing Virtual Humans Gael Sannier 1, Selim Balcisoy 2, Nadia Magnenat-Thalmann 1, Daniel Thalmann 2 1) MIRALab, University of Geneva, 24 rue du Général Dufour CH 1211 Geneva,

More information

Crowd simulation. Taku Komura

Crowd simulation. Taku Komura Crowd simulation Taku Komura Animating Crowds We have been going through methods to simulate individual characters What if we want to simulate the movement of crowds? Pedestrians in the streets Flock of

More information

Many rendering scenarios, such as battle scenes or urban environments, require rendering of large numbers of autonomous characters.

Many rendering scenarios, such as battle scenes or urban environments, require rendering of large numbers of autonomous characters. 1 2 Many rendering scenarios, such as battle scenes or urban environments, require rendering of large numbers of autonomous characters. Crowd rendering in large environments presents a number of challenges,

More information

Hardware Displacement Mapping

Hardware Displacement Mapping Matrox's revolutionary new surface generation technology, (HDM), equates a giant leap in the pursuit of 3D realism. Matrox is the first to develop a hardware implementation of displacement mapping and

More information

CrowdMixer: Multiple Agent Types in Situation-Based Crowd Simulations

CrowdMixer: Multiple Agent Types in Situation-Based Crowd Simulations CrowdMixer: Multiple Agent Types in Situation-Based Crowd Simulations Shannon Blyth and Howard J. Hamilton Department of Computer Science University of Regina, Regina, SK, Canada S4S 0A2 {blyth1sh, hamilton}@cs.uregina.ca

More information

Synthesizing Realistic Facial Expressions from Photographs

Synthesizing Realistic Facial Expressions from Photographs Synthesizing Realistic Facial Expressions from Photographs 1998 F. Pighin, J Hecker, D. Lischinskiy, R. Szeliskiz and D. H. Salesin University of Washington, The Hebrew University Microsoft Research 1

More information

A Memory Model for Autonomous Virtual Humans

A Memory Model for Autonomous Virtual Humans A Memory Model for Autonomous Virtual Humans Christopher Peters Carol O Sullivan Image Synthesis Group, Trinity College, Dublin 2, Republic of Ireland email: {christopher.peters, carol.osullivan}@cs.tcd.ie

More information

3/1/2010. Acceleration Techniques V1.2. Goals. Overview. Based on slides from Celine Loscos (v1.0)

3/1/2010. Acceleration Techniques V1.2. Goals. Overview. Based on slides from Celine Loscos (v1.0) Acceleration Techniques V1.2 Anthony Steed Based on slides from Celine Loscos (v1.0) Goals Although processor can now deal with many polygons (millions), the size of the models for application keeps on

More information

Digital Sound Ming C. Lin & Zhimin Ren

Digital Sound Ming C. Lin & Zhimin Ren Digital Sound Ming C. Lin & Zhimin Ren Department of Computer Science University of North Carolina http://gamma.cs.unc.edu/sound How can it be done? Foley artists manually make and record the sound from

More information

Robotic Behaviors. Potential Field Methods

Robotic Behaviors. Potential Field Methods Robotic Behaviors Potential field techniques - trajectory generation - closed feedback-loop control Design of variety of behaviors - motivated by potential field based approach steering behaviors Closed

More information

Accelerating Realism with the (NVIDIA Scene Graph)

Accelerating Realism with the (NVIDIA Scene Graph) Accelerating Realism with the (NVIDIA Scene Graph) Holger Kunz Manager, Workstation Middleware Development Phillip Miller Director, Workstation Middleware Product Management NVIDIA application acceleration

More information

animation projects in digital art animation 2009 fabio pellacini 1

animation projects in digital art animation 2009 fabio pellacini 1 animation projects in digital art animation 2009 fabio pellacini 1 animation shape specification as a function of time projects in digital art animation 2009 fabio pellacini 2 how animation works? flip

More information

Tata Elxsi benchmark report: Unreal Datasmith

Tata Elxsi benchmark report: Unreal Datasmith This report and its findings were produced by Tata Elxsi. The report was sponsored by Unity Technologies. Tata Elxsi benchmark report: comparing PiXYZ Studio and Unreal Datasmith A Tata Elxsi perspective

More information

Breathing life into your applications: Animation with Qt 3D. Dr Sean Harmer Managing Director, KDAB (UK)

Breathing life into your applications: Animation with Qt 3D. Dr Sean Harmer Managing Director, KDAB (UK) Breathing life into your applications: Animation with Qt 3D Dr Sean Harmer Managing Director, KDAB (UK) sean.harmer@kdab.com Contents Overview of Animations in Qt 3D Simple Animations Skeletal Animations

More information

Fast continuous collision detection among deformable Models using graphics processors CS-525 Presentation Presented by Harish

Fast continuous collision detection among deformable Models using graphics processors CS-525 Presentation Presented by Harish Fast continuous collision detection among deformable Models using graphics processors CS-525 Presentation Presented by Harish Abstract: We present an interactive algorithm to perform continuous collision

More information

Shaders : the sky is the limit Sébastien Dominé NVIDIA Richard Stenson SCEA

Shaders : the sky is the limit Sébastien Dominé NVIDIA Richard Stenson SCEA Shaders : the sky is the limit Sébastien Dominé NVIDIA Richard Stenson SCEA Agenda FX Composer 2.0 Introductions Cross-Platform Shader Authoring FX Composer 2.0 and Production Pipelines PLAYSTATION 3 Production

More information

Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0

Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0 Hands-On Workshop: 3D Automotive Graphics on Connected Radios Using Rayleigh and OpenGL ES 2.0 FTF-AUT-F0348 Hugo Osornio Luis Olea A P R. 2 0 1 4 TM External Use Agenda Back to the Basics! What is a GPU?

More information

From Biological Cells to Populations of Individuals: Complex Systems Simulations with CUDA (S5133)

From Biological Cells to Populations of Individuals: Complex Systems Simulations with CUDA (S5133) From Biological Cells to Populations of Individuals: Complex Systems Simulations with CUDA (S5133) Dr Paul Richmond Research Fellow University of Sheffield (NVIDIA CUDA Research Centre) Overview Complex

More information

Computer Graphics. CS52 Fall computer graphics introduction 2006 fabio pellacini 1

Computer Graphics. CS52 Fall computer graphics introduction 2006 fabio pellacini 1 Computer Graphics CS52 Fall 2006 computer graphics introduction 2006 fabio pellacini 1 introduction computer graphics introduction 2006 fabio pellacini 2 Computer Graphics: the study of creating images

More information

Computer Graphics. CS52 Winter computer graphics introduction 2008 fabio pellacini 1. introduction

Computer Graphics. CS52 Winter computer graphics introduction 2008 fabio pellacini 1. introduction Computer Graphics CS52 Winter 2008 computer graphics introduction 2008 fabio pellacini 1 introduction computer graphics introduction 2008 fabio pellacini 2 Computer Graphics: the study of creating images

More information

CS 378: Computer Game Technology

CS 378: Computer Game Technology CS 378: Computer Game Technology Dynamic Path Planning, Flocking Spring 2012 University of Texas at Austin CS 378 Game Technology Don Fussell Dynamic Path Planning! What happens when the environment changes

More information

NUMB3RS Activity: Follow the Flock. Episode: In Plain Sight

NUMB3RS Activity: Follow the Flock. Episode: In Plain Sight Teacher Page 1 NUMB3RS Activity: Follow the Flock Topic: Introduction to Flock Behavior Grade Level: 8-12 Objective: Use a mathematical model to simulate an aspect of birds flying in a flock Time: 30 minutes

More information

GPU-based Distributed Behavior Models with CUDA

GPU-based Distributed Behavior Models with CUDA GPU-based Distributed Behavior Models with CUDA Courtesy: YouTube, ISIS Lab, Universita degli Studi di Salerno Bradly Alicea Introduction Flocking: Reynolds boids algorithm. * models simple local behaviors

More information

WHAT IS BFA NEW MEDIA?

WHAT IS BFA NEW MEDIA? VISUAL & TYPE WEB & INTERACTIVE MOTION GRAPHICS DIGITAL IMAGING VIDEO DIGITAL PHOTO VECTOR DRAWING AUDIO To learn more and see three years of our best student work, please visit: webdesignnewmedia.com

More information

Unreal Engine 4 Course Catalog

Unreal Engine 4 Course Catalog Unreal Engine 4 Course Catalog INCAS is Unreal Academic Partner Benefit from the exclusive materials and know-how that we can make available to you. This is made possible by the partner status "Unreal

More information

5.3 Apply computer file management techniques 5.5 Select the format for digital delivery 5.6 Use and care for equipment and related accessories

5.3 Apply computer file management techniques 5.5 Select the format for digital delivery 5.6 Use and care for equipment and related accessories Re-Associate Yourself with Basic Modeling - Create a Lego Man o Loop Cuts creating sharp edges o To Sphere feature o Bridge Edges feature Digital step by step tutorial 3.1 Use industry terminology appropriately

More information

Under the Guidance of

Under the Guidance of Presented by Linga Venkatesh (10305085) Deepak Jayanth (10305913) Under the Guidance of Prof. Parag Chaudhuri Flocking/Swarming/Schooling Nature Phenomenon Collective Behaviour by animals of same size

More information

Optimal motion trajectories. Physically based motion transformation. Realistic character animation with control. Highly dynamic motion

Optimal motion trajectories. Physically based motion transformation. Realistic character animation with control. Highly dynamic motion Realistic character animation with control Optimal motion trajectories Physically based motion transformation, Popovi! and Witkin Synthesis of complex dynamic character motion from simple animation, Liu

More information

About Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS.

About Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS. About Phoenix FD PLUGIN FOR 3DS MAX AND MAYA. SIMULATING AND RENDERING BOTH LIQUIDS AND FIRE/SMOKE. USED IN MOVIES, GAMES AND COMMERCIALS. Phoenix FD core SIMULATION & RENDERING. SIMULATION CORE - GRID-BASED

More information

History. Early viewers

History. Early viewers IT82: Multimedia 1 History Photography around since the 19th century Realistic animation began in 1872 when Eadweard Muybridge asked to settle a bet about a flying horse IT82: Multimedia 2 1 History Muybridge

More information

Animation Tools THETOPPERSWAY.COM

Animation Tools THETOPPERSWAY.COM Animation Tools 1.) 3D Max: It includes 3D modeling and rendering software. A new Graphite modeling and texturing system(the Graphite Modeling Tools set, also called the modeling ribbon, gives you everything

More information

About this document. Introduction. Where does Life Forms fit? Prev Menu Next Back p. 2

About this document. Introduction. Where does Life Forms fit? Prev Menu Next Back p. 2 Prev Menu Next Back p. 2 About this document This document explains how to use Life Forms Studio with LightWave 5.5-6.5. It also contains short examples of how to use LightWave and Life Forms together.

More information

CS GAME PROGRAMMING Question bank

CS GAME PROGRAMMING Question bank CS6006 - GAME PROGRAMMING Question bank Part A Unit I 1. List the different types of coordinate systems. 2. What is ray tracing? Mention some applications of ray tracing. 3. Discuss the stages involved

More information

Lesson 01 Polygon Basics 17. Lesson 02 Modeling a Body 27. Lesson 03 Modeling a Head 63. Lesson 04 Polygon Texturing 87. Lesson 05 NURBS Basics 117

Lesson 01 Polygon Basics 17. Lesson 02 Modeling a Body 27. Lesson 03 Modeling a Head 63. Lesson 04 Polygon Texturing 87. Lesson 05 NURBS Basics 117 Table of Contents Project 01 Lesson 01 Polygon Basics 17 Lesson 02 Modeling a Body 27 Lesson 03 Modeling a Head 63 Lesson 04 Polygon Texturing 87 Project 02 Lesson 05 NURBS Basics 117 Lesson 06 Modeling

More information

CS452/552; EE465/505. Finale!

CS452/552; EE465/505. Finale! CS452/552; EE465/505 Finale! 4-23 15 Outline! Non-Photorealistic Rendering! What s Next? Read: Angel, Section 6.11 Nonphotorealistic Shading Color Plate 11 Cartoon-shaded teapot Final Exam: Monday, April

More information

Chapter 9 Animation System

Chapter 9 Animation System Chapter 9 Animation System 9.1 Types of Character Animation Cel Animation Cel animation is a specific type of traditional animation. A cel is a transparent sheet of plastic on which images can be painted

More information

DIABLO VALLEY COLLEGE CATALOG

DIABLO VALLEY COLLEGE CATALOG ART DIGITAL MEDIA ARTDM Toni Fannin, Interim Dean Applied and Fine Arts Division Business and Foreign Language Building, Room 204 Possible career opportunities Digital media or graphic design jobs cover

More information

Crowd Creation Pipeline for Games

Crowd Creation Pipeline for Games Crowd Creation Pipeline for Games R. McDonnell 1, S. Dobbyn 1 and C. O Sullivan 1 1 Interaction, Simulation & Graphics Lab, Trinity College Dublin, Ireland Abstract With the increase in realism of games

More information

0. Introduction: What is Computer Graphics? 1. Basics of scan conversion (line drawing) 2. Representing 2D curves

0. Introduction: What is Computer Graphics? 1. Basics of scan conversion (line drawing) 2. Representing 2D curves CSC 418/2504: Computer Graphics Course web site (includes course information sheet): http://www.dgp.toronto.edu/~elf Instructor: Eugene Fiume Office: BA 5266 Phone: 416 978 5472 (not a reliable way) Email:

More information

CSE452 Computer Graphics

CSE452 Computer Graphics CSE452 Computer Graphics Lecture 19: From Morphing To Animation Capturing and Animating Skin Deformation in Human Motion, Park and Hodgins, SIGGRAPH 2006 CSE452 Lecture 19: From Morphing to Animation 1

More information

Level of Details in Computer Rendering

Level of Details in Computer Rendering Level of Details in Computer Rendering Ariel Shamir Overview 1. Photo realism vs. Non photo realism (NPR) 2. Objects representations 3. Level of details Photo Realism Vs. Non Pixar Demonstrations Sketching,

More information

Real-time crowd motion planning

Real-time crowd motion planning Vis Comput (2008) 24: 859 870 DOI 10.1007/s00371-008-0286-0 ORIGINAL ARTICLE Real-time crowd motion planning Scalable Avoidance and Group Behavior Barbara Yersin Jonathan Maïm Fiorenzo Morini Daniel Thalmann

More information

PhotoScan. Fully automated professional photogrammetric kit

PhotoScan. Fully automated professional photogrammetric kit PhotoScan Fully automated professional photogrammetric kit Agisoft PhotoScan is a stand-alone photogrammetric software solution for automatic generation of dense point clouds, textured polygonal models,

More information

Flowmap Generator Reference

Flowmap Generator Reference Flowmap Generator Reference Table of Contents Flowmap Overview... 3 What is a flowmap?... 3 Using a flowmap in a shader... 4 Performance... 4 Creating flowmaps by hand... 4 Creating flowmaps using Flowmap

More information

High Level Graphics Programming & VR System Architecture

High Level Graphics Programming & VR System Architecture High Level Graphics Programming & VR System Architecture Hannes Interactive Media Systems Group (IMS) Institute of Software Technology and Interactive Systems Based on material by Dieter Schmalstieg VR

More information

Per-Pixel Lighting and Bump Mapping with the NVIDIA Shading Rasterizer

Per-Pixel Lighting and Bump Mapping with the NVIDIA Shading Rasterizer Per-Pixel Lighting and Bump Mapping with the NVIDIA Shading Rasterizer Executive Summary The NVIDIA Quadro2 line of workstation graphics solutions is the first of its kind to feature hardware support for

More information

Multimedia Technology CHAPTER 4. Video and Animation

Multimedia Technology CHAPTER 4. Video and Animation CHAPTER 4 Video and Animation - Both video and animation give us a sense of motion. They exploit some properties of human eye s ability of viewing pictures. - Motion video is the element of multimedia

More information

Name: Jonathan Lindquist Occupation: Technical Artist Company: Epic Games Duties: Author shaders Generate art Write scripts Miscellaneous tasks

Name: Jonathan Lindquist Occupation: Technical Artist Company: Epic Games Duties: Author shaders Generate art Write scripts Miscellaneous tasks Fortnite s Vertex Shaders Introduction : Personal Name: Jonathan Lindquist Occupation: Technical Artist Company: Epic Games Duties: Author shaders Generate art Write scripts Miscellaneous tasks Previous

More information

Adding Advanced Shader Features and Handling Fragmentation

Adding Advanced Shader Features and Handling Fragmentation Copyright Khronos Group, 2010 - Page 1 Adding Advanced Shader Features and Handling Fragmentation How to enable your application on a wide range of devices Imagination Technologies Copyright Khronos Group,

More information

Animation. Representation of objects as they vary over time. Traditionally, based on individual drawing or photographing the frames in a sequence

Animation. Representation of objects as they vary over time. Traditionally, based on individual drawing or photographing the frames in a sequence 6 Animation Animation Representation of objects as they vary over time Traditionally, based on individual drawing or photographing the frames in a sequence Computer animation also results in a sequence

More information

CMSC 425: Lecture 10 Skeletal Animation and Skinning

CMSC 425: Lecture 10 Skeletal Animation and Skinning CMSC 425: Lecture 10 Skeletal Animation and Skinning Reading: Chapt 11 of Gregory, Game Engine Architecture. Recap: Last time we introduced the principal elements of skeletal models and discussed forward

More information

Strategies for simulating pedestrian navigation with multiple reinforcement learning agents

Strategies for simulating pedestrian navigation with multiple reinforcement learning agents Strategies for simulating pedestrian navigation with multiple reinforcement learning agents Francisco Martinez-Gil, Miguel Lozano, Fernando Ferna ndez Presented by: Daniel Geschwender 9/29/2016 1 Overview

More information

Virtual Environments: System Architectures

Virtual Environments: System Architectures Virtual Environments: System Architectures Anthony Steed Simon Julier Department of Computer Science University College London http://www.cs.ucl.ac.uk/teaching/ve Outline Problem Statement Representing

More information

Version 2.0. Complete lighting, shading, and rendering toolkit for artists

Version 2.0. Complete lighting, shading, and rendering toolkit for artists Version 2.0 Complete lighting, shading, and rendering toolkit for artists ARTWORKFLOW V-Ray started as a simple thought to develop the tools artists need to visualize and communicate their ideas. Today

More information

Metadata Requirements for Digital Museum Environments

Metadata Requirements for Digital Museum Environments Metadata Requirements for Digital Museum Environments Manjula Patel UKOLN, University of Bath m.patel@ukoln.ac.uk Unless otherwise stated this work is licensed under a Creative Commons Attribution-ShareAlike

More information

Realistic and Fast Cloud Rendering in Computer Games. Niniane Wang Software Engineer Microsoft Flight Simulator (now at Google Inc) Intro Video

Realistic and Fast Cloud Rendering in Computer Games. Niniane Wang Software Engineer Microsoft Flight Simulator (now at Google Inc) Intro Video Realistic and Fast Cloud Rendering in Computer Games Niniane Wang Software Engineer Microsoft Flight Simulator (now at Google Inc) Intro Video 1 Agenda Previous Work 3-D Modeling + Art Pipeline Performance

More information

Webinar Series. Virtual Reality. February 28 th, :00 PM EST. Hosted by Jeff Bertrand and Ginny Moore

Webinar Series. Virtual Reality. February 28 th, :00 PM EST. Hosted by Jeff Bertrand and Ginny Moore Webinar Series Virtual Reality February 28 th, 2016 2:00 PM EST Hosted by Jeff Bertrand and Ginny Moore Virtual Reality Webinar Agenda Ø Application and Benefits Ø 3 Types of Virtual Reality Ø Advantages

More information

COMP 175 COMPUTER GRAPHICS. Lecture 10: Animation. COMP 175: Computer Graphics March 12, Erik Anderson 08 Animation

COMP 175 COMPUTER GRAPHICS. Lecture 10: Animation. COMP 175: Computer Graphics March 12, Erik Anderson 08 Animation Lecture 10: Animation COMP 175: Computer Graphics March 12, 2018 1/37 Recap on Camera and the GL Matrix Stack } Go over the GL Matrix Stack 2/37 Topics in Animation } Physics (dynamics, simulation, mechanics)

More information

Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws

Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws Celine Loscos University College London C.Loscos@cs.ucl.ac.uk David Marchal Ecole Polytechnique Paris Alexandre Meyer University College

More information