Clothing the Masses: Real-Time Clothed Crowds With Variation

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
} }
Citation