Computer generated virtual models of cities alone are often empty and lifeless,
the presence of a crowd helps bring them "to life". Currently real-time
crowds are limited in terms of variety and rendering quality. This in turn decreases
the realism of the scene inhabited by the crowd itself.
The research being carried out by the Crowd Simulation Group is currently focusing
on solving these problems. With the aim of providing techniques, which allow high quality crowds,
composed of unique virtual humans, to run at interactive frame rates. |
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| This research is supported by an EPSRC grant, EP/E035639/1 and the School of Computing Sciences, UEA. |