EG 2007 Course on Populating Virtual Environments with Crowds
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EUROGRAPHICS 2007/ K. Myszkowski and V. Havran Tutorial EG 2007 Course on Populating Virtual Environments with Crowds Organisers Daniel Thalmann EPFL VRlab Email : [email protected] URL: http://vrlab.epfl.ch Carol O’Sullivan Trinity College, Dublin, Ireland [email protected] Lecturers: Daniel Thalmann (EPFL), Carol O’Sullivan (Trinity College), Barbara Yersin (EPFL), Jonathan Maïm (EPFL), Rachel McDonnell (Trinity College) Abstract For many years, it was a challenge to produce realistic virtual crowds for special effects in movies. Now, there is a new challenge: the production of real-time autonomous Virtual Crowds. Real-time crowds are necessary for games, VR systems for training and simulation and crowds in Augmented Reality applications. Autonomy is the only way to create believable crowds reacting to events in real-time. This course will present state-of-the-art techniques and methods. Keywords: population, crowd simulation, informed virtual environments, autonomous agents, perception real-time simulation of virtual environments is also a great Necessary background and potential target audience for challenge. the tutorial: experience with computer animation is recommended but not mandatory. The course is intended In this course, we will first present in detail the different for animators, designers, and students in computer science. approaches to creating virtual crowds, including particle systems with flocking techniques using attraction and repulsion forces, copy and pasting techniques, and agent- based methods. Detailed outline of the tutorial The necessity to model virtual populations occurs in many applications of computer animation and simulation. Such applications encompass several different domains – representative or autonomous agents in virtual We will survey methods for animating the individual environments, perceptual metrics and human factors, members that make up a crowd, encompassing a variety of training, education, simulation-based design, and approaches, with particular focus on how example-based entertainment. Realistically reproducing dynamic life in the synthesis methods can be adapted for crowds. Agent 24 Thalmann et al. / EG 2007 Course on Populating Virtual Environments with Crowds architectures for scalable crowd simulation will also be Carol O'Sullivan is an Associate Professor and acting head presented. of the Computer Science department in Trinity College Dublin, where she also leads the Graphics, Vision The course will cover the topics of real-time crowd andVisualisation group (GV2). Her research interests rendering, including image-based/impostor, polygonal and include computer graphics, perception, virtual humans, point-based techniques. The topic of Level of Detail (LOD) crowds, and physically-based animation. She has managed crowd animation will also be covered, not only for a range of projects with significant budgets and successfully rendering, but also for animation. Perceptual issues with supervised many researchers. She has been a member of respect to the appearance and movement of crowds of many IPCs, including the SIGGRAPH and Eurographics characters will be addressed. papers committees, and has published about 90 peer- reviewed papers. She is an associate editor of IEEE CG&A New challenges in the production of real-time crowds for and Graphical models, and has organised and co-chaired games, VR systems for training and simulation will be several international conferences and workshops, including presented and analysed, with an emphasis on techniques for Eurographics 2005, the SIGGRAPH/EG Symposium on highly scalable crowd rendering. The course will be Computer Animation 2006 and the SIGGRAPH/EG illustrated with many examples from recent movies and Campfire on Perceptually Adaptive Graphics 2001. real-time applications in Emergency Scenarios and Cultural Heritage (such as adding virtual audiences in Roman or Rachel McDonnell is a postdoctoral researcher at the Greek theaters). Graphics, Vision and Visualization Group in Trinity College Dublin where she recently finished her PhD entitled "Realistic Crowd Animation: A Perceptual Approach". Her research interests include perceptually adaptive graphics, real-time crowd simulation, virtual human animation and cloth simulation. Barbara Yersin is a PhD student at the VRLab, EPFL. She has achieved her Master project at the University of Montreal, after which she has received her Master in Computer Science in March 2005 from EPFL (Swiss Federal Institute of Technology in Lausanne). Her main interests are in computer graphics, particularly crowd simulation and animation. Jonathan Maïm is PhD student at VRlab at the Swiss Federal Institute of Technology in Lausanne (EPFL). In April 2005, he receives a Master Degree in Computer Science from EPFL after achieving his Master Project at the University of Montréal. His research efforts are Resume of the presenters concentrated on building an architecture for simulating real- time crowds of virtual humans. Daniel Thalmann is Professor and Director of The Virtual Reality Lab (VRlab) at EPFL, Switzerland. He is a pioneer Selected Publications in research on Virtual Humans. His current research interests include Real-time Virtual Humans in Virtual S. Raupp Musse, D.Thalmann, A Behavioral Model for Reality, Networked Virtual Environments, Artificial Life, Real Time Simulation of Virtual Human Crowds, IEEE and Multimedia. He is coeditor-in-chief of the Journal of Transactions on Visualization and Computer Graphics, Computer Animation and Virtual Worlds and member of Vol.7, No2, 2001, pp.152-164. the editorial board of the Visual Computer and 4 other journals. Daniel Thalmann was member of numerous B. Ulicny, P. de Heras Ciechomski, D. Thalmann, Program Committees, Co-chair, and Program Co-chair of Crowdbrush: Interactive Authoring of Real-time Crowd several conferences including IEEE VR 2000. He has also Scenes, Proc. ACM SIGGRAPH/Eurographics Symposium organized 5 courses at SIGGRAPH on human animation on Computer Animation ‘04, 2004, pp.243-252 and crowd simulation. Daniel Thalmann has published numerous papers in Graphics, Animation, and Virtual B. Ulicny, D. Thalmann, Towards Interactive Real-Time Reality. He is coeditor of 30 books included the recent Crowd Behavior Simulation, Computer Graphics Forum, “Handbook of Virtual Humans”, published by John Wiley 21(4):767-775, December 2002 and Sons and coauthor of several books. He received his PhD in Computer Science in 1977 from the University of P. de Heras Ciechomski, S. Schertenleib, J. Maïm, D. Geneva and an Honorary Doctorate (Honoris Causa) from Maupu and D. Thalmann, Real-time Shader Rendering for University Paul-Sabatier in Toulouse, France, in 2003. Crowds in Virtual Heritage, VAST '05, 2005 Thalmann et al. / EG 2007 Course on Populating Virtual Environments with Crowds 25 N. Magnenat-Thalmann, D. Thalmann (eds), Handbook of Virtual Humans, John Wiley, 2004 C. O´Sullivan, J. Cassell, H. Vilhjalmsson, J. Dingliana, S. Dobbyn, B. McNamee, C. Peters and T. Giang, Levels of Detail for Crowds and Groups, Computer Graphics Forum, 21(4), 2002. S. Dobbyn, J. Hamill, K. O'Conor and C. O'Sullivan, Geopostors: A Real-Time Geometry/Impostor Crowd Rendering System. ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games 2005, pp. 95-102. S. Dobbyn, R. McDonnell, L. Kavan, S. Collins, and C. O’Sullivan, Clothing the masses: Real-time clothed crowds with variation. In Eurographics Short Papers 2006, pp. 103– 106. R. McDonnell, S. Dobbyn, and C. O'Sullivan, Crowd Creation Pipeline for Games, In Proceedings of the 9th International Conference on Computer Games, CGames 2006, pp. 183-190. J. Hamill, R. McDonnell, S. Dobbyn, and C. O'Sullivan, Perceptual Evaluation of Impostor Representations for Virtual Humans and Buildings. Computer Graphics Forum 24(3) (EUROGRAPHICS 2005 Proceedings) 2005. R. McDonnell, S. Dobbyn, and C. O'Sullivan, LOD Human Representations: A Comparative Study. Proceedings of the First International Workshop on Crowd Simulation (V- CROWDS '05) 2005. R. McDonnell, S. Dobbyn, S. Collins, and C. O'Sullivan, Perceptual evaluation of LOD clothing for virtual humans. In Proceedings of the 2006 ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2006, pp. 117–126. J. Pettré, P. de Heras Ciechomski, J. Maïm, B. Yersin, J.-P. Laumond, D. Thalmann. Real-time navigating crowds: scalable simulation and rendering. Computer Animation and Virtual Worlds. Volume 17, Issue 3-4 , Pages 445 – 455. Special Issue: CASA 2006. B. Yersin, J. Maïm, P. de Heras Ciechomski, S. Schertenleib and D. Thalmann, Steering a Virtual Crowd Based on a Semantically Augmented Navigation Graph, Proceedings of the First International Workshop on Crowd Simulation (V-CROWDS '05) 2005. Smooth Movers: Perceptually Guided Human Motion Simulation.Rachel McDonnell, Fional Newell and Carol O'Sullivan. Eurographics/ACM SIGGRAPH Symposium on Computer Animation (SCA'07). To appear (2007) 26 EUROGRAPHICS 2007/ K. Myszkowski and V. Havran Tutorial State-of-the-Art: Real-Time Crowd Simulations B. Ulicny, P. de Heras Ciechomski, S. R. Musse2 & D. Thalmann VRLab, EPFL CH-1015, Lausanne, Switzerland branislav.ulicny, pablo.deheras, daniel.thalmann@epfl.ch http://vrlab.epfl.ch 2 CROMOS Lab, Universidade do Vale do Rio dos Sinos Ciências Exatas e Tecnológicas - PIPCA Av. Unisinos 950 93022-000 - São Leopoldo - RS, Brazil [email protected] http://www.inf.unisinos.br/ cromoslab Abstract Crowds are part of our everyday experience; nevertheless, in virtual worlds