2004
DOI: 10.1145/1028523.1028555
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Crowdbrush

Abstract: Recent advances in computer graphics techniques and increasing power of graphics hardware made it possible to display and animate large crowds in real-time. Most of the research efforts have been directed towards improving rendering or behavior control; the question how to author crowd scenes in an efficient way is usually not addressed. We introduce a novel approach to create complex scenes involving thousands of animated individuals in a simple and intuitive way. By employing a brush metaphor, analogous to t… Show more

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Cited by 79 publications
(11 citation statements)
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“…Various methods exist that try to give users more intuitive control over a crowd via sketch‐based techniques. Most of these provide control over global paths , by letting users draw curves for agents to follow [UdHT04; KSA∗09; OO09; MM17; BBEK20] or directional hints that are converted to a flow field [PWJ∗08; PvdBC∗11; KK∗14]. Some of these methods also propose sketch‐based control of other simulation parameters, such as the walking speed and the smoothness of paths [UdHT04; OO09].…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Various methods exist that try to give users more intuitive control over a crowd via sketch‐based techniques. Most of these provide control over global paths , by letting users draw curves for agents to follow [UdHT04; KSA∗09; OO09; MM17; BBEK20] or directional hints that are converted to a flow field [PWJ∗08; PvdBC∗11; KK∗14]. Some of these methods also propose sketch‐based control of other simulation parameters, such as the walking speed and the smoothness of paths [UdHT04; OO09].…”
Section: Related Workmentioning
confidence: 99%
“…Most of these provide control over global paths , by letting users draw curves for agents to follow [UdHT04; KSA∗09; OO09; MM17; BBEK20] or directional hints that are converted to a flow field [PWJ∗08; PvdBC∗11; KK∗14]. Some of these methods also propose sketch‐based control of other simulation parameters, such as the walking speed and the smoothness of paths [UdHT04; OO09]. Other work focuses more on changing the geometry of the environment [MMHR16; MM19; SGH20], on fitting a group into a formation [GD13; HSK14], or on giving users high‐level control over where agents go and which actions they perform [MR05; KSRF11; KBK16; MBA20].…”
Section: Related Workmentioning
confidence: 99%
“…Crowd simulation techniques have been proposed, such as social force models, 1 power‐law, 2 models based on psychological factors, 3 radial‐view‐based method, 22 probability‐based method, 23 interaction in groups, 5 and environmental attributes 24 . Editing tools have been developed successfully 8,9,25 …”
Section: Related Workmentioning
confidence: 99%
“…Crowd generation and simulation . Crowd can be created by painting with crowd attributes in a map 18 . A semantic virtual environment can support heterogeneous behaviors of crowds 19 .…”
Section: Related Workmentioning
confidence: 99%