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Levels of Detail for Crowds and Groups
Author(s) -
O'Sullivan C.,
Cassell J.,
Vilhjálmsson H.,
Dingliana J.,
Dobbyn S.,
McNamee B.,
Peters C.,
Giang T.
Publication year - 2002
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/1467-8659.00631
Subject(s) - computer science , animation , crowds , crowd simulation , virtual actor , computer graphics (images) , computer graphics , computer animation , motion (physics) , human–computer interaction , artificial intelligence , computer vision , virtual reality , computer security
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 complexity of motions generated have also been proposed. In this paper, we describe ongoing development of a framework for Adaptive Level Of Detail for Human Animation (ALOHA), which incorporates levels of detail for not only geometry and motion, but also includes a complexity gradient for natural behaviour, both conversational and social.ACM CSS: I.3.7 Three‐Dimensional Graphics and Realism— Animation

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