Authoring Virtual Crowds: A Survey

dc.contributor.authorLemonari, Marilenaen_US
dc.contributor.authorBlanco, Rafaelen_US
dc.contributor.authorCharalambous, Panayiotisen_US
dc.contributor.authorPelechano, Nuriaen_US
dc.contributor.authorAvraamides, Mariosen_US
dc.contributor.authorPettré, Julienen_US
dc.contributor.authorChrysanthou, Yiorgosen_US
dc.contributor.editorMeneveaux, Danielen_US
dc.contributor.editorPatanè, Giuseppeen_US
dc.date.accessioned2022-04-22T07:00:33Z
dc.date.available2022-04-22T07:00:33Z
dc.date.issued2022
dc.description.abstractRecent advancements in crowd simulation unravel a wide range of functionalities for virtual agents, delivering highly-realistic, natural virtual crowds. Such systems are of particular importance to a variety of applications in fields such as: entertainment (e.g., movies, computer games); architectural and urban planning; and simulations for sports and training. However, providing their capabilities to untrained users necessitates the development of authoring frameworks. Authoring virtual crowds is a complex and multi-level task, varying from assuming control and assisting users to realise their creative intents, to delivering intuitive and easy to use interfaces, facilitating such control. In this paper, we present a categorisation of the authorable crowd simulation components, ranging from high-level behaviours and path-planning to local movements, as well as animation and visualisation. We provide a review of the most relevant methods in each area, emphasising the amount and nature of influence that the users have over the final result. Moreover, we discuss the currently available authoring tools (e.g., graphical user interfaces, drag-and-drop), identifying the trends of early and recent work. Finally, we suggest promising directions for future research that mainly stem from the rise of learning-based methods, and the need for a unified authoring framework.en_US
dc.description.documenttypestar
dc.description.number2
dc.description.sectionheadersState of the Art Reports
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume41
dc.identifier.doi10.1111/cgf.14506
dc.identifier.issn1467-8659
dc.identifier.pages677-701
dc.identifier.pages25 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.14506
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf14506
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectCCS Concepts: Computing methodologies --> Interactive simulation; Motion path planning; Collision detection; Intelligent agents
dc.subjectComputing methodologies
dc.subjectInteractive simulation
dc.subjectMotion path planning
dc.subjectCollision detection
dc.subjectIntelligent agents
dc.titleAuthoring Virtual Crowds: A Surveyen_US
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