Zobrazeno 1 - 10
of 12
pro vyhledávání: '"Simon Dobbyn"'
Publikováno v:
Computer Graphics Forum. 24:623-633
In large-scale simulations involving complex scenes, such as cities inhabited by crowds, simplifications are almost always necessary to achieve interactive frame-rates. Level of Detail (LOD) techniques such as reducing geometric complexity, or substi
Autor:
B. McNamee, John Dingliana, Carol O'Sullivan, Simon Dobbyn, Thanh Giang, Christopher Peters, Hannes Högni Vilhjálmsson, Justine Cassell
Publikováno v:
Computer Graphics Forum. 21:733-741
Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. Approaches that reduce the complexit
Publikováno v:
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games.
By limiting the resources that may be used to display each frame and distributing those resources among the crowd as a whole, we can guarantee that a crowd of any size may be rendered at interactive frame rates. The realism of this crowd may be maint
Publikováno v:
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games.
Overview Animation of individual characters is a well-established topic in animation research with a broad range of methods available. However, the animation of many hundreds or even thousands of simultaneously visible characters presents new challen
Publikováno v:
Articles
In this article, we investigate human sensitivity to the coordination and timing of conversational body language for virtual characters. First, we captured the full body motions (excluding faces and hands) of three actors conversing about a range of
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::a820191103706df1496a15fdad94cdb5
https://arrow.tudublin.ie/context/aircart/article/1003/viewcontent/Talking_Bodies__Sensitivity_to_Desynchronization_of_Conversations.pdf
https://arrow.tudublin.ie/context/aircart/article/1003/viewcontent/Talking_Bodies__Sensitivity_to_Desynchronization_of_Conversations.pdf
Publikováno v:
SI3D
Various methods have been proposed to animate and render large crowds of humans in real time for applications such as games and interactive walkthroughs. Recent methods have been developed to render large numbers of pre-computed image-based human rep
Publikováno v:
SI3D
Matrix palette skinning (also known as skeletal subspace deformation) is a very popular real-time animation technique. So far, it has only been applied to the class of quasi-articulated objects, such as moving human or animal figures. In this paper,
Publikováno v:
SI3D
Scopus-Elsevier
Scopus-Elsevier
The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise static scenes and enhance believability. We present a novel hybrid rend
Publikováno v:
Scopus-Elsevier
Intelligent Virtual Agents ISBN: 9783540200031
IVA
Intelligent Virtual Agents ISBN: 9783540200031
IVA
PUBLISHED
Perhaps due to its existentiality, the fact that simulated virtual humans give no impression of having an existence beyond their interactions with human users is often ignored in intelligent agent systems for virtual human control. Thi
Perhaps due to its existentiality, the fact that simulated virtual humans give no impression of having an existence beyond their interactions with human users is often ignored in intelligent agent systems for virtual human control. Thi
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=doi_dedup___::e2b41001a6b7809f5fb9279514c3bdc0
http://isg.cs.tcd.ie/cosulliv/Pubs/IVA03.pdf
http://isg.cs.tcd.ie/cosulliv/Pubs/IVA03.pdf
Autor:
Fiona N. Newell, Henry J. Rice, Paul McDonald, Corrina Maguinness, Simon Dobbyn, Carol O'Sullivan, Jason S. Chan
Publikováno v:
Journal of Vision. 10:886-886