• DocumentCode
    1141902
  • Title

    Guest Editors´ Introduction: Virtual Populace

  • Author

    Badler, Norman I. ; O´Sullivan, Carol

  • Author_Institution
    University of Pennsylvania
  • Volume
    29
  • Issue
    4
  • fYear
    2009
  • Firstpage
    17
  • Lastpage
    18
  • Abstract
    Only in the ruins of post-apocalyptic cities would the absence of living entities be appropriate, whereas real environments are filled with characters, whether they´re alone, in groups, or congregating in large crowds. Therefore, the simulation of populated environments is one of the most active and expanding areas of computer graphics research today. There are two main reasons for this. First, owing to the problem space´s complexity, many research challenges remain to be solved. Second, a huge demand exists in many application domains (for example, games, movies, and architectural design) for convincing and scalable populace. Virtual populace is an extension of crowd-modeling research in computer graphics that encompasses activity selection, graphics portrayal, implementation architectures, and perceptual features. This special issue features articles addressing these and related issues.
  • Keywords
    Animation; Collision avoidance; Computational modeling; Computer architecture; Computer graphics; Computer simulation; Educational institutions; Humans; Physics; Throughput; animation architectures; computer animation; crowd modeling; graphics and multimedia; movie effects; real time;
  • fLanguage
    English
  • Journal_Title
    Computer Graphics and Applications, IEEE
  • Publisher
    ieee
  • ISSN
    0272-1716
  • Type

    jour

  • DOI
    10.1109/MCG.2009.65
  • Filename
    5167483