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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 views • 1 year ago •via X (Twitter)

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Dan Casas's profile picture
Dan Casas1 year ago

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's profile picture
Dan Casas1 year ago

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's profile picture
Dan Casas1 year ago

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's profile picture
German Barquero1 year ago

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

Silvia Sellán's profile picture
Silvia Sellán1 year ago

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

Michael Black's profile picture
Michael Black1 year ago

Congratulations! I really like it.

Dan Casas's profile picture
Dan Casas1 year ago

Thank you, Michael! 🙏

Xiaohan Zhang's profile picture
Xiaohan Zhang1 year ago

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

Dan Casas's profile picture
Dan Casas1 year ago

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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