The field of crowd simulation attempts to model crowd movement of both people and animals. Typical research in this field aims to develop systems which model the interaction between multiple instances of the same type of character. This paper examines two aspects of crowd simulation which are often not considered, the movement of crowds containing characters of vastly different sizes and the ability to allow characters to move underneath other characters when there is sufficient space to do so. To include these traits in a crowd simulation model a new system is proposed: the multi-layered flocking system. This system has a basis in the original Reynolds flocking model but further divides the simulation space using a series of layers. Characters in the simulation are represented using one or more navigation objects which lie upon the layers in the system. These navigation objects represent parts of the character as it moves throughout the simulation and can be either dynamic or static. Different combinations of navigation objects allow for the representation of characters of varied shapes and sizes as well as different movement styles, all of which are able to navigate using the same system. By creating a crowd which contains different character representations a more interesting overall motion can be obtained.
The use of 3D virtual worlds is increasing rapidly and new tools are necessary to enable untrained users to create 3D content and interact with it. In this paper we present and evaluate sketch-based interaction metaphors for specifying complex animations of 3D skeletally animated models. Sketched interactions include bone rotation, motion path translation, sequencing and synchronisation of animations, and an undo-functionality. The sketches are drawn directly onto a model in a 3D view and are translated into time-dependent joint transformations. A user study demonstrates that the animation metaphors are intuitive, with the exception of animation ordering. More work is necessary to synchronise animations better. Overall our research demonstrates that sketched-based animations can be useful for applications requiring rapid prototyping containing a limited number of joint animations. Examples are the programming of household robots and the creation of simple animated scenes in education and social network applications.
Abstract:Real-time terrain rendering techniques usually employ static data structures and do not allow interactive modification of the terrain. In this paper we describe a real-time geometric clipmapping terrain rendering technique for large terrains which allows incremental updates of the underlying data structure. We have combined the method with an interactive sketch-based terrain modelling technique. The clipmap data structure is updated during runtime to synchronise the terrain visualization with changes to the underlying digital elevation map.Tests and examples demonstrate the advantages of our method over traditional approaches. Disadvantages and limitations are discussed and suggestions for future work are presented.
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