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Many works model 3D virtual humans, but how can we create realistic dense crowds? At SIGGRAPH Asia 2024, we will show that solving human-human interactions is key to modeling realistic crowds. project: 🧵1/4

22,760 次观看 • 1 年前 •via X (Twitter)

9 条评论

Dan Casas 的头像
Dan Casas1 年前

By approximating each individual with a parametric set of 3D volumetric proxies, we resolve human-human interactions while maintaining the overall motion of the crowd. Previous methods for dense crowds modeled humans as 2D disks instead of 3D articulated volumes. 2/4

Dan Casas 的头像
Dan Casas1 年前

We validate our approach through an extensive user study, using videos of crowds at 5 different density levels, rendered from 4 viewpoints. Our results demonstrate that resolving collisions is crucial for improving the realism of dense 3D crowds.

Dan Casas 的头像
Dan Casas1 年前

Joint work from @etsii_urjc (Madrid, Spain) and @Inria (Rennes, France), as part of the @CrowdDNA_H2020 project. It will be presented in Tokyo for SIGGRAPH Asia 2024. Check our project website for more details.

German Barquero 的头像
German Barquero1 年前

Great work, Dan!! Congrats to the team!!

Silvia Sellán 的头像
Silvia Sellán1 年前

Really cool work, Dan! Can’t wait to see it presented in Tokyo :)

Michael Black 的头像
Michael Black1 年前

Congratulations! I really like it.

Dan Casas 的头像
Dan Casas1 年前

Thank you, Michael! 🙏

Xiaohan Zhang 的头像
Xiaohan Zhang1 年前

Congrats on the fantastic work! Just wondering if there will be a code release down the timeline?

Dan Casas 的头像
Dan Casas1 年前

We plan to release the code, yes. Notice, however, that most of the physics stuff is borrowed from FLSH, which is already available here and

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