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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

22,771 Aufrufe • vor 1 Jahr •via X (Twitter)

9 Kommentare

Profilbild von Dan Casas
Dan Casasvor 1 Jahr

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

Profilbild von Dan Casas
Dan Casasvor 1 Jahr

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.

Profilbild von Dan Casas
Dan Casasvor 1 Jahr

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.

Profilbild von German Barquero
German Barquerovor 1 Jahr

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

Profilbild von Silvia Sellán
Silvia Sellánvor 1 Jahr

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

Profilbild von Michael Black
Michael Blackvor 1 Jahr

Congratulations! I really like it.

Profilbild von Dan Casas
Dan Casasvor 1 Jahr

Thank you, Michael! 🙏

Profilbild von Xiaohan Zhang
Xiaohan Zhangvor 1 Jahr

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

Profilbild von Dan Casas
Dan Casasvor 1 Jahr

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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