With advances in virtual reality technology and its multiple applications, the need for believable, immersive virtual environments is increasing. Even though current computer graphics methods allow us to develop highly realistic virtual worlds, the main element failing to enhance presence is autonomous groups of human inhabitants. A great number of crowd simulation techniques have emerged in the last decade, but critical details in the crowd's movements and appearance do not meet the standards necessary to convince VR participants that they are present in a real crowd. In this paper, we review recent advances in the creation of immersive virtual crowds and discuss areas that require further work to turn these simulations into more fully immersive and believable experiences. ; Peer Reviewed ; Postprint (author's final draft)


    Zugriff

    Download


    Exportieren, teilen und zitieren




    TOP-VIEW TRAJECTORIES: A PEDESTRIAN DATASET OF VEHICLE-CROWD INTERACTION FROM CONTROLLED EXPERIMENTS AND CROWDED CAMPUS

    Yang, Dongfang / Li, Linhui / Redmill, Keith et al. | British Library Conference Proceedings | 2019



    Top-view Trajectories: A Pedestrian Dataset of Vehicle-Crowd Interaction from Controlled Experiments and Crowded Campus

    Yang, Dongfang / Li, Linhui / Redmill, Keith et al. | ArXiv | 2019

    Freier Zugriff

    What crowded skies?

    Online Contents | 1998