Zobrazeno 1 - 10
of 24
pro vyhledávání: '"van Toll, W.G."'
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
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
Autor:
van Toll, W.G., Sub Computer Graphics
In a crowd simulation, virtual walking characters need to compute and traverse paths through a virtual environment while avoiding collisions. Simulations of large crowds occur increasingly often in computer games, in which real-time performance is re
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=narcis______::3dd61bdc837845efc006d02a37611b35
https://dspace.library.uu.nl/handle/1874/348971
https://dspace.library.uu.nl/handle/1874/348971
Autor:
van Toll, W.G., Triesscheijn, Roy, Kallmann, Marcelo, Oliva, Ramon, Pelechano, Nuria, Pettré, Julien, Geraerts, R.J., Sub Computer Graphics, Computer Graphics
Publikováno v:
MIG '16-9th International Conference on Motion in Games
MIG '16-9th International Conference on Motion in Games, Oct 2016, San Francisco, United States. pp.91-100, ⟨10.1145/2994258.2994262⟩
International ACM SIGGRAPH Conference on Motion in Games, 91. ACM
STARTPAGE=91;TITLE=International ACM SIGGRAPH Conference on Motion in Games
UPCommons. Portal del coneixement obert de la UPC
Universitat Politècnica de Catalunya (UPC)
Recercat. Dipósit de la Recerca de Catalunya
instname
MIG
MIG '16-9th International Conference on Motion in Games, Oct 2016, San Francisco, United States. pp.91-100, ⟨10.1145/2994258.2994262⟩
International ACM SIGGRAPH Conference on Motion in Games, 91. ACM
STARTPAGE=91;TITLE=International ACM SIGGRAPH Conference on Motion in Games
UPCommons. Portal del coneixement obert de la UPC
Universitat Politècnica de Catalunya (UPC)
Recercat. Dipósit de la Recerca de Catalunya
instname
MIG
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___::cd2cb2b21fcf26ab00f5dc5f65faf2fd
https://inria.hal.science/hal-01392267
https://inria.hal.science/hal-01392267
Autor:
van Toll, W.G., Geraerts, R.J.
Modern simulations feature crowds of AI-controlled agents moving through dynamic environments, with obstacles appearing or disappearing at run-time. A dynamic navigation mesh can represent the traversable space of such environments. The A* algorithm
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od_______101::6fb0d87edacc1ea54a967d97330b2027
https://dspace.library.uu.nl/handle/1874/427744
https://dspace.library.uu.nl/handle/1874/427744
Publikováno v:
ASCI.OPEN
Games and simulations frequently model scenarios where obstacles move, appear, and disappear in an environment. A city environment changes as new buildings and roads are constructed, and routes can become partially blocked by small obstacles many tim
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=narcis______::6dc064ed3f80a5aaccdc8e630a6f13bd
https://dspace.library.uu.nl/handle/1874/315447
https://dspace.library.uu.nl/handle/1874/315447
Autor:
Janer, J., Geraerts, R.J., van Toll, W.G., Bonada, J., Computer Graphics, Sub Computer Graphics
Publikováno v:
AES 49th Conference Audio for Games, 1
STARTPAGE=1;TITLE=AES 49th Conference Audio for Games
STARTPAGE=1;TITLE=AES 49th Conference Audio for Games
The addition of a crowd in a virtual environment, such as a game world, can make the environment more realistic. While researchers focused on the visual modeling and simulation of a crowd, its sound production has received less attention. We propose
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=narcis______::38ce64f8105411a2f76da242fe4b6624
https://dspace.library.uu.nl/handle/1874/276013
https://dspace.library.uu.nl/handle/1874/276013
Autor:
van Toll, W.G., Cook IV, A.F., Geraerts, R.J., Iosup, A., Games and Virtual Worlds, Sub Games & Virtual Worlds begr. 1/9/13
Publikováno v:
Advanced School for Computing and Imaging (ASCI)-ICT.OPEN, 3
STARTPAGE=3;TITLE=Advanced School for Computing and Imaging (ASCI)-ICT.OPEN
STARTPAGE=3;TITLE=Advanced School for Computing and Imaging (ASCI)-ICT.OPEN
Virtual characters in games and simulations often need to plan visually convincing paths through a crowded environment. This paper describes how crowd density information can be used to guide a large number of characters through a crowded environment
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=narcis______::9f0718da26fb518a4838d479b95a07e2
https://dspace.library.uu.nl/handle/1874/257256
https://dspace.library.uu.nl/handle/1874/257256
Games and simulations frequently model scenarios where obstacles move, appear, and disappear in an environment. A city environment changes as new buildings and roads are constructed, and routes can become partially blocked by small obstacles many tim
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od_______101::4ca8cdbdde278875e8e26bb2c0297aa2
https://dspace.library.uu.nl/handle/1874/249145
https://dspace.library.uu.nl/handle/1874/249145
Virtual characters in games and simulations often need to plan visually convincing paths through a crowded environment. This paper describes how crowd density information can be used to guide a large number of characters through a crowded environment
Externí odkaz:
https://explore.openaire.eu/search/publication?articleId=od_______101::14d0059937d2ed9c3248f01c824e8625
https://dspace.library.uu.nl/handle/1874/234179
https://dspace.library.uu.nl/handle/1874/234179