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Crowdbrush: interactive authoring of real-time crowd scenes

Published: 27 August 2004 Publication History

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 the tools used in image manipulation programs, we can distribute, modify and control crowd members in real-time with immediate visual feedback. We define concepts of operators and instance properties that allow to create and manage variety in populations of virtual humans. An efficient technique allowing to render up to several thousands of fully three-dimensional polygonal characters with keyframed animations at interactive framerates is presented. The potential of our approach is demonstrated by authoring a scenario of a virtual audience in a theater and a scenario of a pedestrian crowd in a city.

Supplementary Material

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JPG File (p243-ulicny2.jpg)
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AVI File (p243-ulicny1.avi)
Supplemental video 1
AVI File (p243-ulicny2.avi)
Supplemental video 2
AVI File (p243-ulicny3.avi)
Supplemental video 3

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  • (2024)Massive Crowd Simulation With Parallel Computing on GPUIEEE Access10.1109/ACCESS.2024.350109312(173279-173303)Online publication date: 2024
  • (2024)Choreographing multi-degree of freedom behaviors in large-scale crowd simulationsComputers & Graphics10.1016/j.cag.2024.104051124(104051)Online publication date: Nov-2024
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cover image ACM Conferences
SCA '04: Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
August 2004
388 pages
ISBN:3905673142

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Eurographics Association

Goslar, Germany

Publication History

Published: 27 August 2004

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SCA04
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SCA04: Symposium on Computer Animation 2004
August 27 - 29, 2004
Grenoble, France

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Overall Acceptance Rate 183 of 487 submissions, 38%

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Cited By

View all
  • (2025)Introducing anisotropic fields for enhanced diversity in crowd simulationThe Visual Computer10.1007/s00371-025-03831-xOnline publication date: 18-Feb-2025
  • (2024)Massive Crowd Simulation With Parallel Computing on GPUIEEE Access10.1109/ACCESS.2024.350109312(173279-173303)Online publication date: 2024
  • (2024)Choreographing multi-degree of freedom behaviors in large-scale crowd simulationsComputers & Graphics10.1016/j.cag.2024.104051124(104051)Online publication date: Nov-2024
  • (2023)Core Challenges of Social Robot Navigation: A SurveyACM Transactions on Human-Robot Interaction10.1145/358374112:3(1-39)Online publication date: 24-Apr-2023
  • (2023)Sketching Vocabulary for Crowd MotionComputer Graphics Forum10.1111/cgf.1462941:8(119-130)Online publication date: 20-Mar-2023
  • (2022)CCP: Configurable Crowd ProfilesACM SIGGRAPH 2022 Conference Proceedings10.1145/3528233.3530712(1-10)Online publication date: 27-Jul-2022
  • (2022)Authoring Virtual Crowds: A SurveyComputer Graphics Forum10.1111/cgf.1450641:2(677-701)Online publication date: 24-May-2022
  • (2022)Interaction Fields: Intuitive Sketch‐based Steering Behaviors for Crowd SimulationComputer Graphics Forum10.1111/cgf.1449141:2(521-534)Online publication date: 24-May-2022
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  • (2020)Immersive Sketching to Author Crowd Movements in Real-timeProceedings of the 20th ACM International Conference on Intelligent Virtual Agents10.1145/3383652.3423883(1-3)Online publication date: 20-Oct-2020
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