Hierarchical model for real time simulation of virtual human crowds
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The new focus on commercial workloads in simulation studies of server systems has caused a drastic increase in the complexity and decrease in the speed of simulation tools. The complexity of a large-scale full-system model makes development of a monolithic ...
Ad hoc networks are expected to be used in many different situations. A common characteristic among these situations is that the nodes have to cooperate with each other. This problem is particularly crucial, if each node is its own authority. Reckoning the ...
Real-time simulation of knot-tying with visual and force feedback is essential to VR surgery training. We present a physics-based simulator that enables realistic knot tying at haptic speed. The virtual thread obeys Newton's laws and behaves naturally. The ...
Our research focuses on animating autonomous virtual humans which are able to take decisions by themselves. We especially address in this paper the technical problem of integrating altogether the physical simulation of agents (represented as virtual humans ...
This paper describes a model for simulating crowds of humans in real time. We deal with a hierarchy composed of virtual crowds, groups, and individuals. The groups are the most complex structure that can be controlled in different degrees of autonomy. This ...
Institute of Electrical and Electronics Engineers Computer Society2001
Al0.49Ga0.51N/Al0.16Ga0.84N distributed Bragg reflectors (DBRs), designed for the ultraviolet spectral region, are reported. The crack-free structures are grown on sapphire substrates by metalorganic chemical vapor deposition. A peak reflectivity of 91% at ...
In order to display huge scenes with virtual human inhabitants evolving inside a virtual city, we propose a methodology to create and manage different levels of detail for a well-segmented scene without "re-meshing" the scene during simulation. A database ...
This paper introduces a system for video object extraction useful for general applications where foreground objects move within a slow changing background. Surveillance of indoor and outdoor sequences is a typical example. The originality of the approach r ...
The paper describes a system platform for virtual human agent simulations that is able to coherently manage the shared virtual environment. Our “agent common environment” (ACE) provides built-in commands for perception and for acting, while the ...
Presents a new architecture for simulating virtual humans in complex urban environments. The approach is based on the integration of six modules. Four key modules are used in order to manage environmental data, simulate human crowds, control interactions b ...