Full metadata record
DC poleHodnotaJazyk
dc.contributor.authorPaduraru, Ciprian
dc.contributor.editorSkala, Václav
dc.date.accessioned2018-04-11T07:17:40Z-
dc.date.available2018-04-11T07:17:40Z-
dc.date.issued2017
dc.identifier.citationWSCG 2017: full papers proceedings: 25th International Conference in Central Europe on Computer Graphics, Visualization and Computer Visionin co-operation with EUROGRAPHICS Association, p. 1-9.en
dc.identifier.isbn978-80-86943-44-2
dc.identifier.issn2464–4617 (print)
dc.identifier.issn2464–4625 (CD-ROM)
dc.identifier.uriwscg.zcu.cz/WSCG2017/!!_CSRN-2701.pdf
dc.identifier.urihttp://hdl.handle.net/11025/29539
dc.description.abstractCrowd systems are a vital part in virtual environment applications that are used in entertainment, education, training or different simulation systems such as evacuation planning. Because performance and scalability are key factors, the implementation of crowds poses many challenges in many of its aspects: behaviour simulation, animation, and rendering. This paper is focusing on a different model of animating crowd characters that support dynamically streaming of animation data between CPU and GPU. There are three main aspects that motivate this work. First, we want to provide a greater diversity of animations for crowd agents than was possible before, by not storing any predefined animation data. Another aspect that stems from the first improvement is that this new model allows the crowd simulation side to communicate more efficiently with the animation side by sending events back and forth at runtime, fulfilling this way use-cases that different crowd systems have. Finally, a novel technique implementation that blends between crowd agents’ animations is presented. The results section shows that these improvements are added with negligible cost.en
dc.format9 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesWSCG 2017: full papers proceedingsen
dc.rights© Václav Skala - UNION Agencyen
dc.subjectanimacecs
dc.subjectdavcs
dc.subjectkostracs
dc.subjectGPUcs
dc.subjectmíchánícs
dc.subjectpaměťcs
dc.subjectcompute shadercs
dc.subjectvertex shadercs
dc.titleIncreasing diversity and usability of crowd animation systemsen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedanimationen
dc.subject.translatedcrowden
dc.subject.translatedskeletonen
dc.subject.translatedGPUen
dc.subject.translatedblendingen
dc.subject.translatedmemoryen
dc.subject.translatedcompute shaderen
dc.subject.translatedvertex shaderen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:WSCG 2017: Full Papers Proceedings

Soubory připojené k záznamu:
Soubor Popis VelikostFormát 
Paduraru.pdfPlný text3,18 MBAdobe PDFZobrazit/otevřít


Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam: http://hdl.handle.net/11025/29539

Všechny záznamy v DSpace jsou chráněny autorskými právy, všechna práva vyhrazena.