Issue No. 06 - November/December (2009 vol. 29)
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MCG.2009.129
Jonathan Maïm , VRlab at the Swiss Federal Institute of Technology in Lausanne (EPFL)
Barbara Yersin , VRlab at the Swiss Federal Institute of Technology in Lausanne (EPFL)
Daniel Thalmann , VRlab at the Swiss Federal Institute of Technology in Lausanne (EPFL)
A solution that allows each individual to look unique in a real-time large crowd simulation. First, it provides a simple, efficient method for attaching accessories to individuals to modify their look. Second, it provides a new, generic technique based on segmentation maps for adding detailed color variety and patterns to human meshes as well as accessories. Both methods are scalable to suit all human levels of detail exploited in crowd simulations; that is, impostors and rigid and deformable meshes. Tests and comparisons show that the algorithm provides the crowd with an appealing visual aspect and is adequate for real-time simulations of thousands of unique characters.
color, shading, shadowing, texture, three-dimensional graphics, realism, computer graphics, computing methodologies, animation
J. Maïm, B. Yersin and D. Thalmann, "Unique Character Instances for Crowds," in IEEE Computer Graphics and Applications, vol. 29, no. , pp. 82-90, 2009.