Video wird geladen...
Video konnte nicht geladen werden
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
22,771 Aufrufe • vor 1 Jahr •via X (Twitter)
9 Kommentare

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

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.

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.

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

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

Congratulations! I really like it.

Thank you, Michael! 🙏

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

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
