Abstract
While designing an animation engine usable in crowd simulations, several criteria have to be taken into account: animation computation should be efficient and scalable, it should allow for variability, and it should be compatible with levels of detail. To understand the problems, let us take the most important animation pattern used in crowd simulation, as well as games, i.e., locomotion, basically composed of walking and running motions.
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- 1.
Vicon Motion Systems. www.vicon.com, 2004.
- 2.
H-ANIM. Humanoid Animation Working Group. www.hanim.org.
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Thalmann, D., Musse, S.R. (2013). Virtual Human Animation. In: Crowd Simulation. Springer, London. https://doi.org/10.1007/978-1-4471-4450-2_4
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