TY - GEN
T1 - Realistic behavior of virtual citizens through procedural animation
AU - Alberto, Espinoza Castro Danny
AU - Luo, Xun
AU - Newball, Andres Adolfo Navarro
AU - Zuniga, Claudia
AU - Lozano-Garzon, Carlos
N1 - Publisher Copyright:
© 2019 IEEE.
PY - 2019/11
Y1 - 2019/11
N2 - Three-dimensional and virtual technologies develop rapidly, tools such as animation of virtual characters, virtual reality, artificial intelligence and computer-generated imagery occupy important spaces in different areas. However, new innovations and technological developments give rise to new challenges for artists and researchers. Several research work have dedicated their efforts to the development of virtual cities, methods to optimize time and information processing during crowd simulation, integration of virtual reality in crowd simulation, among other important milestones. However, the necessary attention has not been paid to the naturalness of the movement that virtual characters perform within these scenes, creating an obstacle to the sensation of the user's presence in this type of virtual environments. Moreover, crowd simulation investigations have been generated on flat ideal terrain, which differs from the reality of different cities that are composed of irregular terrain. Consequently, the use of standard walking animations lead to discrepancies with the real behavior of a human. This paper discusses the use of procedural animation to create realistic movements of a virtual character that can be applied in the different areas of research mentioned, therefore the character within the simulation is able to modify its standard movement without generating new animations and thus optimizing production resources.
AB - Three-dimensional and virtual technologies develop rapidly, tools such as animation of virtual characters, virtual reality, artificial intelligence and computer-generated imagery occupy important spaces in different areas. However, new innovations and technological developments give rise to new challenges for artists and researchers. Several research work have dedicated their efforts to the development of virtual cities, methods to optimize time and information processing during crowd simulation, integration of virtual reality in crowd simulation, among other important milestones. However, the necessary attention has not been paid to the naturalness of the movement that virtual characters perform within these scenes, creating an obstacle to the sensation of the user's presence in this type of virtual environments. Moreover, crowd simulation investigations have been generated on flat ideal terrain, which differs from the reality of different cities that are composed of irregular terrain. Consequently, the use of standard walking animations lead to discrepancies with the real behavior of a human. This paper discusses the use of procedural animation to create realistic movements of a virtual character that can be applied in the different areas of research mentioned, therefore the character within the simulation is able to modify its standard movement without generating new animations and thus optimizing production resources.
KW - Procedural animation
KW - Simulation
KW - Virtual characters
UR - http://www.scopus.com/inward/record.url?scp=85094316362&partnerID=8YFLogxK
U2 - 10.1109/ICVRV47840.2019.00057
DO - 10.1109/ICVRV47840.2019.00057
M3 - Conference contribution
AN - SCOPUS:85094316362
T3 - Proceedings - 2019 International Conference on Virtual Reality and Visualization, ICVRV 2019
SP - 243
EP - 247
BT - Proceedings - 2019 International Conference on Virtual Reality and Visualization, ICVRV 2019
A2 - Wang, Dangxiao
A2 - Cadavid, Andres Navarro
A2 - Liu, Yue
A2 - Xu, Mingliang
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 9th International Conference on Virtual Reality and Visualization, ICVRV 2019
Y2 - 21 November 2019 through 22 November 2019
ER -