2017
DOI: 10.1145/2996202
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Preserving the Motion Features in Nonavoiding Collision Crowds

Abstract: In current games, entire cities can be rendered in real time into massive virtual worlds. In addition to the enormous details of geometry, rendering, effects (e.g., particles), sound effects, and so on, nonplayable characters must also be animated and rendered, and they must interact with the environment and among themselves. Indeed, the computation time of all such data is expensive. Consequently, game designers should define priorities so that more resources can be allocated to generate better graphics, sett… Show more

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Cited by 3 publications
(1 citation statement)
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“…The system repeats until an optimal state is achieved. Bianco et al [22] describe a statistical method to provide the crowd motion in a future time based on a specified time. The authors use Pedestrian Dead-Reckoning (PDR) to project future positions t + K , based on a time t, where t is a specific time, and K is the desired shift in the future time.…”
Section: Crowd Papers From 2015 To 2019: the Era Of Learning Techniquesmentioning
confidence: 99%
“…The system repeats until an optimal state is achieved. Bianco et al [22] describe a statistical method to provide the crowd motion in a future time based on a specified time. The authors use Pedestrian Dead-Reckoning (PDR) to project future positions t + K , based on a time t, where t is a specific time, and K is the desired shift in the future time.…”
Section: Crowd Papers From 2015 To 2019: the Era Of Learning Techniquesmentioning
confidence: 99%