Clothing the Masses: Real-Time Clothed Crowds With Variation
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Date
2006
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
The animation and rendering of crowds of realistically clothed characters presents a difficult challenge in computer graphics, which is further exacerbated when real-time frame rates are required. To date, due to real-time constraints, standard skinning methods have been used to animate the clothes of individuals in real-time crowds, which does not create the appropriate secondary motion for flowing garments. However, plausible cloth simulation is vital for the depiction of realistic characters, so we have developed a novel crowd system in which the individuals are endowed with realism and variety through the addition of physically simulated clothing and hardware assisted pattern variation.
Description
@inproceedings{10.2312:egs.20061038,
booktitle = {EG Short Papers},
editor = {Dieter Fellner and Charles Hansen},
title = {{Clothing the Masses: Real-Time Clothed Crowds With Variation}},
author = {Dobbyn, S. and McDonnell, R. and Kavan, L. and Collins, S. and O'Sullivan, C.},
year = {2006},
publisher = {The Eurographics Association},
ISBN = {},
DOI = {10.2312/egs.20061038}
}