Abstract
Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. Approaches that reduce the complexity of motions generated have also been proposed. In this paper, we describe ongoing development of a framework for Adaptive Level Of Detail for Human Animation (ALOHA), which incorporates levels of detail for not only geometry and motion, but also includes a complexity gradient for natural behaviour, both conversational and social.
| Original language | English |
|---|---|
| Pages (from-to) | 733-741 |
| Number of pages | 9 |
| Journal | Computer Graphics Forum |
| Volume | 21 |
| Issue number | 4 |
| DOIs | |
| Publication status | Published - Dec 2002 |
Other keywords
- Collision handling
- Crowd animation
- Group animation
- Human simulation
- Real-time animation