Zobrazeno 1 - 10
of 14
pro vyhledávání: '"R. G. Laycock"'
Publikováno v:
Eurographics (Short Papers)
We present a method to accelerate the visualization of large crowds of animated characters. Linear-blend skinning remains the dominant approach for animating a crowd but its efficiency can be improved by utilizing the temporal and intra-crowd coheren
Publikováno v:
Journal on Computing and Cultural Heritage. 1:1-15
Traveling through a single virtual environment only tells part of the story; a particularly interesting aspect is to illustrate how an area has developed over time. This article presents a unified approach to illustrating four-dimensional data concer
Publikováno v:
The Visual Computer. 24:889-899
Distributing a collection of virtual humans throughout a large urban environment, where limited semantic information is available, poses a problem when attempting to create a visually realistic real-time environment. Randomly positioning agents withi
Publikováno v:
Computers & Graphics. 31:625-635
In this paper a novel technique is presented for representing a building facade's visual appearance in a large virtual urban environment. A fully automatic modelling system is utilised, capable of generating both the terrain and buildings for a 500mx
Autor:
R. G. Laycock, Andy M. Day
Publikováno v:
Computer Graphics Forum. 25:69-82
In recent years, the availability of off-the-shelf geometric data for an urban environment has increased. During rendering, ground level images are mapped onto the facades of the buildings to improve the visual quality of the scene. This paper focuse
Autor:
R. G. Laycock, Andy M. Day
Publikováno v:
Computers & Graphics. 27:423-433
This paper discusses existing methods for rapidly generating models of real scenes. In particular it focuses on the use of these methods in reconstructing urban models. The major work in this area has been conducted using images, however, methods hav
Publikováno v:
Motion in Games ISBN: 9783642347092
MIG
MIG
Populating an urban environment realistically with thousands of virtual humans is a challenging endeavour. Previous research into simulating the many facets of human behaviour has focused primarily on the control of an individual’s movements. Howev
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_________::6dddcb153660519314399564d8d94bce
https://doi.org/10.1007/978-3-642-34710-8_30
https://doi.org/10.1007/978-3-642-34710-8_30
Publikováno v:
VRST
Real-time crowds significantly improve the realism of virtual environments, therefore their use has increased considerably over the last few years in a variety of applications, including real-time games and virtual tourism. However, due to current ha
Publikováno v:
CW
Distributing a collection of virtual humans throughout a large urban environment, where limited semantic information is available, poses a problem when attempting to create a visually realistic real time environment. Randomly positioning agents withi
Autor:
Andy M. Day, R. G. Laycock
Publikováno v:
Symposium on Solid Modeling and Applications
This paper focuses on the generation of three dimensional models of large urban/suburban environments. Previous work on the reconstruction of particular environments is based on multiple overlapping aerial or street level images. Unfortunately these