DocumentCode :
1141902
Title :
Guest Editors´ Introduction: Virtual Populace
Author :
Badler, Norman I. ; O´Sullivan, Carol
Author_Institution :
University of Pennsylvania
Volume :
29
Issue :
4
fYear :
2009
Firstpage :
17
Lastpage :
18
Abstract :
Only in the ruins of post-apocalyptic cities would the absence of living entities be appropriate, whereas real environments are filled with characters, whether they´re alone, in groups, or congregating in large crowds. Therefore, the simulation of populated environments is one of the most active and expanding areas of computer graphics research today. There are two main reasons for this. First, owing to the problem space´s complexity, many research challenges remain to be solved. Second, a huge demand exists in many application domains (for example, games, movies, and architectural design) for convincing and scalable populace. Virtual populace is an extension of crowd-modeling research in computer graphics that encompasses activity selection, graphics portrayal, implementation architectures, and perceptual features. This special issue features articles addressing these and related issues.
Keywords :
Animation; Collision avoidance; Computational modeling; Computer architecture; Computer graphics; Computer simulation; Educational institutions; Humans; Physics; Throughput; animation architectures; computer animation; crowd modeling; graphics and multimedia; movie effects; real time;
fLanguage :
English
Journal_Title :
Computer Graphics and Applications, IEEE
Publisher :
ieee
ISSN :
0272-1716
Type :
jour
DOI :
10.1109/MCG.2009.65
Filename :
5167483
Link To Document :
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