Zobrazeno 1 - 10
of 80
pro vyhledávání: '"Geraerts, R.J."'
Autor:
van Toll, W.G., Triesscheijn, Roy, Kallmann, Marcelo, Oliva, Ramon, Pelechano, Nuria, Pettré, Julien, Geraerts, R.J., Geometric Computing, Sub Geometric Computing
Publikováno v:
Computers and Graphics, 91, 52. Elsevier Limited
Computers and Graphics
Computers and Graphics, 2020, ⟨10.1016/j.cag.2020.06.006⟩
Computers and Graphics, Elsevier, 2020, ⟨10.1016/j.cag.2020.06.006⟩
UPCommons. Portal del coneixement obert de la UPC
Universitat Politècnica de Catalunya (UPC)
Computers and Graphics
Computers and Graphics, 2020, ⟨10.1016/j.cag.2020.06.006⟩
Computers and Graphics, Elsevier, 2020, ⟨10.1016/j.cag.2020.06.006⟩
UPCommons. Portal del coneixement obert de la UPC
Universitat Politècnica de Catalunya (UPC)
International audience; A navigation mesh is a representation of a 2D or 3D virtual environment that enables path planning and crowd simulation for walking characters. Various state-of-the-art navigation meshes exist, but there is no standardized way
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::a62aa376eff3213bfe14e026fe54f6ad
https://hdl.handle.net/2117/349598
https://hdl.handle.net/2117/349598
In this paper we describe a prototype implementation of an augmented reality (AR) system for accessing and interacting with crowd simulation software. We identify a target audience and tasks (access to the software in a science museum) motivate the c
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od_______101::1d609ba801a17d155bb0dfff48b495a8
https://dspace.library.uu.nl/handle/1874/414498
https://dspace.library.uu.nl/handle/1874/414498
Autor:
Hürst, W.O., Geraerts, R.J., Zhao, Yiran, Sub Multimedia, Sub Geometric Computing, Multimedia
Publikováno v:
IEEE AIVR 2019, 302. IEEE
STARTPAGE=302;TITLE=IEEE AIVR 2019
AIVR
STARTPAGE=302;TITLE=IEEE AIVR 2019
AIVR
In this paper we describe a prototype implementation of an augmented reality (AR) system for accessing and interacting with crowd simulation software. We identify a target audience and tasks (access to the software in a science museum) motivate the c
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::465b793d139f9437118d9797f6724675
https://dspace.library.uu.nl/handle/1874/414498
https://dspace.library.uu.nl/handle/1874/414498
Autor:
Adrian, Juliane, Bode, Nikolai, Amos, Martyn, Baratchi, Mitra, Beermann, Mira, Boltes, Maik, Corbetta, Alessandro, Dezecache, Guillaume, Drury, John, Fu, Zhijian, Geraerts, R.J., Gwynne, Steve, Hofinger, Gesine, Hunt, Aoife, Kanters, Tinus, Kneidl, Angelika, Konya, Krisztina, Köster, Gerta, Küpper, Mira, Michalareas, Georgios, Neville, Fergus, Ntontis, Evangelos, Reicher, Stephen, Ronchi, Enrico, Schadschneider, Andreas, Seyfried, Armin, Shipman, Alastair, Sieben, Anna, Spearpoint, Michael, Brent Sullivan, Gavin, Templeton, Anne, Toschi, Federico, Yücel, Zeynep, Zanlungo, Francesco, Zuriguel, Iker, van der Wal, Natalie, van Schadewijk, Frank, von Krüchten, Cornelia, Wijermans, Nanda
This article presents a glossary of terms that are frequently used in research on human crowds. This topic is inherently multidisciplinary as it includes work in and across computer science, engineering, mathematics, physics, psychology and social sc
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od_______101::660626426c7af9a488674ad03a6ab74e
https://dspace.library.uu.nl/handle/1874/388893
https://dspace.library.uu.nl/handle/1874/388893
Autor:
Adrian, Juliane, Bode, Nikolai, Amos, Martyn, Baratchi, Mitra, Beermann, Mira, Boltes, Maik, Corbetta, Alessandro, Dezecache, Guillaume, Drury, John, Fu, Zhijian, Geraerts, R.J., Gwynne, Steve, Hofinger, Gesine, Hunt, Aoife, Kanters, Tinus, Kneidl, Angelika, Konya, Krisztina, Köster, Gerta, Küpper, Mira, Michalareas, Georgios, Neville, Fergus, Ntontis, Evangelos, Reicher, Stephen, Ronchi, Enrico, Schadschneider, Andreas, Seyfried, Armin, Shipman, Alastair, Sieben, Anna, Spearpoint, Michael, Brent Sullivan, Gavin, Templeton, Anne, Toschi, Federico, Yücel, Zeynep, Zanlungo, Francesco, Zuriguel, Iker, van der Wal, Natalie, van Schadewijk, Frank, von Krüchten, Cornelia, Wijermans, Nanda, Sub Geometric Computing, Geometric Computing
Publikováno v:
Collective Dynamics, 4(A19), 1
This article presents a glossary of terms that are frequently used in research on human crowds. This topic is inherently multidisciplinary as it includes work in and across computer science, engineering, mathematics, physics, psychology and social sc
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=narcis______::73becf60898e64be51a3852b19439179
https://dspace.library.uu.nl/handle/1874/388893
https://dspace.library.uu.nl/handle/1874/388893
Autor:
van Toll, W.G., Cook IV, A.F., van Kreveld, M.J., Geraerts, R.J., Sub Geometric Computing, Geometric Computing
Publikováno v:
ACM Transactions on Spatial Algorithms and Systems, 4(1). Association for Computing Machinery (ACM)
Path planning for walking characters in complicated virtual environments is a fundamental task in simulations and games. A navigation mesh is a data structure that allows efficient path planning. The Explicit Corridor Map (ECM) is a navigation mesh b
Path planning for walking characters in complicated virtual environments is a fundamental task in simulations and games. A navigation mesh is a data structure that allows efficient path planning. The Explicit Corridor Map (ECM) is a navigation mesh b
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od_______101::e296f1f169cf1c5ffc8c6c07e0d44abc
https://dspace.library.uu.nl/handle/1874/367566
https://dspace.library.uu.nl/handle/1874/367566
The k-nearest neighbour (kNN) problem appears in many different fields of computer science, such as computer animation and robotics. In crowd simulation, kNN queries are typically used by a collision-avoidance method to prevent unnecessary computatio
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od_______101::df66f53529dad8799478de2e568732e4
https://dspace.library.uu.nl/handle/1874/350964
https://dspace.library.uu.nl/handle/1874/350964
Autor:
Vermeulen, Jordi, Hillebrand, A., Geraerts, R.J., Computer Graphics, Sub Computational Geometry, Sub Computer Graphics
Publikováno v:
Computer Animation and Virtual Worlds, 28(3-4). John Wiley and Sons Ltd
The k-nearest neighbour (kNN) problem appears in many different fields of computer science, such as computer animation and robotics. In crowd simulation, kNN queries are typically used by a collision-avoidance method to prevent unnecessary computatio
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=narcis______::ac270a86e10661ca2158b451a0901618
https://dspace.library.uu.nl/handle/1874/350964
https://dspace.library.uu.nl/handle/1874/350964
We present Social Groups and Navigation (SGN), a method to simulate the walking behavior of small pedestrian groups in virtual environments. SGN is the first method to simulate group behavior on both global and local levels of an underlying planning
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od_______101::ed0dd7a8ad6f56b2bc42ba241fe7de53
https://dspace.library.uu.nl/handle/1874/345016
https://dspace.library.uu.nl/handle/1874/345016