Levels of Detail for Crowds and Groups
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Date
2002Author
O'Sullivan, C.
Cassell, J.
Vilhjalmsson, H.
Dingliana, J.
Dobbyn, S.
McNamee, B. and Peters, C. and Giang, T.
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Show full item recordAbstract
Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. Approaches that reduce the complexity of motions generated have also been proposed. In this paper, we describe ongoing development of a framework for Adaptive Level Of Detail for Human Animation (ALOHA), which incorporates levels of detail for not only geometry and motion, but also includes a complexity gradient for natural behaviour, both conversational and social.ACM CSS: I.3.7 Three-Dimensional Graphics and Realism-Animation
BibTeX
@article {10.1111:1467-8659.00631,
journal = {Computer Graphics Forum},
title = {{Levels of Detail for Crowds and Groups}},
author = {O'Sullivan, C. and Cassell, J. and Vilhjalmsson, H. and Dingliana, J. and Dobbyn, S. and McNamee, B. and Peters, C. and Giang, T.},
year = {2002},
publisher = {Blackwell Publishers, Inc and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/1467-8659.00631}
}
journal = {Computer Graphics Forum},
title = {{Levels of Detail for Crowds and Groups}},
author = {O'Sullivan, C. and Cassell, J. and Vilhjalmsson, H. and Dingliana, J. and Dobbyn, S. and McNamee, B. and Peters, C. and Giang, T.},
year = {2002},
publisher = {Blackwell Publishers, Inc and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/1467-8659.00631}
}