dc.contributor.author | O'Sullivan, C. | en_US |
dc.contributor.author | Cassell, J. | en_US |
dc.contributor.author | Vilhjalmsson, H. | en_US |
dc.contributor.author | Dingliana, J. | en_US |
dc.contributor.author | Dobbyn, S. | en_US |
dc.contributor.author | McNamee, B. and Peters, C. and Giang, T. | en_US |
dc.date.accessioned | 2015-02-16T07:26:52Z | |
dc.date.available | 2015-02-16T07:26:52Z | |
dc.date.issued | 2002 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/1467-8659.00631 | en_US |
dc.description.abstract | 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 | en_US |
dc.publisher | Blackwell Publishers, Inc and the Eurographics Association | en_US |
dc.title | Levels of Detail for Crowds and Groups | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 21 | en_US |
dc.description.number | 4 | en_US |
dc.identifier.doi | 10.1111/1467-8659.00631 | en_US |
dc.identifier.pages | 733-741 | en_US |