Crowd Sculpting: A space-time sculpting method for populating virtual environments

Kevin Jordao 1 Julien Pettré 1 Marc Christie 1 Marie-Paule Cani 2
1 MIMETIC - Analysis-Synthesis Approach for Virtual Human Simulation
IRISA-D6 - MEDIA ET INTERACTIONS, Inria Rennes – Bretagne Atlantique , UR2 - Université de Rennes 2
2 IMAGINE - Intuitive Modeling and Animation for Interactive Graphics & Narrative Environments
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, INPG - Institut National Polytechnique de Grenoble
Abstract : We introduce "Crowd Sculpting": a method to interactively design populated environments by using intuitive deformation gestures to drive both the spatial coverage and the temporal sequencing of a crowd motion. Our approach assembles large environments from sets of spatial elements which contain inter-connectible, periodic crowd animations. Such a "Crowd Patches" approach allows us to avoid expensive and difficult-to-control simulations. It also overcomes the limitations of motion editing, that would result into animations delimited in space and time. Our novel methods allows the user to control the crowd patches layout in ways inspired by elastic shape sculpting: the user creates and tunes the desired populated environment through stretching, bending, cutting and merging gestures, applied either in space or time. Our examples demonstrate that our method allows the space-time editing of very large populations and results into endless animation, while offering real-time, intuitive control and maintaining animation quality.
Type de document :
Article dans une revue
Computer Graphics Forum, Wiley, 2014, EUROGRAPHICS 2014, 33 (2), pp.351-360. 〈10.1111/cgf.12316〉
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Kevin Jordao, Julien Pettré, Marc Christie, Marie-Paule Cani. Crowd Sculpting: A space-time sculpting method for populating virtual environments. Computer Graphics Forum, Wiley, 2014, EUROGRAPHICS 2014, 33 (2), pp.351-360. 〈10.1111/cgf.12316〉. 〈hal-00945905v2〉

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