1997
DOI: 10.1162/pres.1997.6.5.547
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Humans in Large-scale, Networked Virtual Environments

Abstract: This paper examines the representation of humans in large-scale, networked virtual environments. Previous work done in this field is summarized, and existing problems with rendering, articulating, and networking numerous human figures in real time are explained. We have developed a system that integrates together some well-known solutions along with new ideas. Models with multiple level of details, body-tracking technology and animation libraries to specify joint angles, efficient group representations to desc… Show more

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Cited by 19 publications
(5 citation statements)
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“…A well‐known crowd acceleration technique is LoD rendering [Cla76, LWC*02], where the appropriate representation of each character is chosen according to its image contribution [PPB*97, HMDO05]. The basic idea is that, as characters are placed farther away from the camera, less details can be perceived on their screen projection and thus simpler, cheaper representations can be used (see Figure ).…”
Section: Level‐of‐detail Representations For Charactersmentioning
confidence: 99%
“…A well‐known crowd acceleration technique is LoD rendering [Cla76, LWC*02], where the appropriate representation of each character is chosen according to its image contribution [PPB*97, HMDO05]. The basic idea is that, as characters are placed farther away from the camera, less details can be perceived on their screen projection and thus simpler, cheaper representations can be used (see Figure ).…”
Section: Level‐of‐detail Representations For Charactersmentioning
confidence: 99%
“…In the last few years, a number of techniques have been proposed to accelerate the rendering of highly realistic animated characters for crowd simulation. A well‐known approach to this problem involves applying LOD for the characters, depending on their distance to the camera . Ciechomski et al avoided computing the deformation of a character's mesh by storing pre‐computed deformed meshes for each key frame of animation and then carefully sorting these meshes to take cache coherency into account.…”
Section: Related Workmentioning
confidence: 99%
“…To achieve highly realistic populated scenes in real time several techniques have been developed. A well‐known solution to this problem involves applying LOD for the characters depending on their distance to the camera [PPB*97]. Ciechomski et al [CSMT05] avoid computing the deformation of a character’s mesh by storing pre‐computed deformed meshes for each key‐frame of animation, and then carefully sorting these meshes to take cache coherency into account.…”
Section: Related Workmentioning
confidence: 99%