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dc.contributor.authorO'Sullivan, C.en_US
dc.contributor.authorCassell, J.en_US
dc.contributor.authorVilhjalmsson, H.en_US
dc.contributor.authorDingliana, J.en_US
dc.contributor.authorDobbyn, S.en_US
dc.contributor.authorMcNamee, B. and Peters, C. and Giang, T.en_US
dc.date.accessioned2015-02-16T07:26:52Z
dc.date.available2015-02-16T07:26:52Z
dc.date.issued2002en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.00631en_US
dc.description.abstractWork 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-Animationen_US
dc.publisherBlackwell Publishers, Inc and the Eurographics Associationen_US
dc.titleLevels of Detail for Crowds and Groupsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume21en_US
dc.description.number4en_US
dc.identifier.doi10.1111/1467-8659.00631en_US
dc.identifier.pages733-741en_US


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