Skip to main content

An Immersive Game – Augsburg Cityrun

  • Conference paper
Perception and Interactive Technologies (PIT 2006)

Abstract

We present a platform for creating immersive 3D games including a new interface for navigating through virtual scenes. One innovative part of this application is a crowd simulation with an emergent behaviour of virtual characters. While the users has to move very quickly through a crowd of nearly two hundred virtual characters he is supported by a precise, fast operating, and unobtrusive navigation interface.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Aubel, A., Boulic, R., Thalmann, D.: Real-time display of virtual humans: Levels of detail and impostors (2000)

    Google Scholar 

  2. Cruz-Neira, C., Sardin, D., Defanti, T.: Surround-screen projection-based virtual reality: The design and implementation of the cave. In: SIGGRAPH 1993 conference proceedings, Onahium, pp. 135–142. ACM Press, New York (1993)

    Google Scholar 

  3. Dobbyn, S., Hamill, J., O’Conor, K., O’Sullivan, C.: Geopostors: a real-time geometry / impostor crowd rendering system. In: SI3D 2005: Proceedings of the 2005 symposium on Interactive 3D graphics and games, pp. 95–102. ACM Press, New York (2005)

    Chapter  Google Scholar 

  4. Dorfmüller, K.: An optical tracking system for vr/ar-applications. In: Gervautz, M., Hildebrand, A., Schmalstieg, D. (eds.) Virtual Environment 1999, pp. 33–42. Springer, Wien (1999)

    Google Scholar 

  5. Heigeas, L., Luciani, A., Thollot, J., Castagné, N.: A physically-based particle model of emergent crowd behaviors. In: Graphicon (2003)

    Google Scholar 

  6. Reynolds, C.W.: Flocks, herds and schools: A distributed behavioral model. In: SIGGRAPH 1987: Proceedings of the 14th annual conference on Computer graphics and interactive techniques, pp. 25–34. ACM Press, New York (1987)

    Chapter  Google Scholar 

  7. Sekulic, D.: Efficient occlusion culling. In: Fernando, R. (ed.) Gpu Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics. Addison Wesley Pub. Co. Inc., Reading (2004)

    Google Scholar 

  8. Wren, C.R., Azarbayejani, A., Darrell, T., Pentland, A.: Pfinder: Real-time tracking of the human body. IEEE Transactions on Pattern Analysis and Machine Intelligence 19(7), 780–785 (1997)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2006 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Dorfmueller-Ulhaas, K., Erdmann, D., Gerl, O., Schulz, N., Wiendl, V., André, E. (2006). An Immersive Game – Augsburg Cityrun. In: André, E., Dybkjær, L., Minker, W., Neumann, H., Weber, M. (eds) Perception and Interactive Technologies. PIT 2006. Lecture Notes in Computer Science(), vol 4021. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11768029_23

Download citation

  • DOI: https://doi.org/10.1007/11768029_23

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-34743-9

  • Online ISBN: 978-3-540-34744-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics