Загрузка видео...

Не удалось загрузить видео

На главную

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 просмотров • 1 год назад •via X (Twitter)

Комментарии: 9

Фото профиля Dan Casas
Dan Casas1 год назад

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

Фото профиля Dan Casas
Dan Casas1 год назад

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.

Фото профиля Dan Casas
Dan Casas1 год назад

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.

Фото профиля German Barquero
German Barquero1 год назад

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

Фото профиля Silvia Sellán
Silvia Sellán1 год назад

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

Фото профиля Michael Black
Michael Black1 год назад

Congratulations! I really like it.

Фото профиля Dan Casas
Dan Casas1 год назад

Thank you, Michael! 🙏

Фото профиля Xiaohan Zhang
Xiaohan Zhang1 год назад

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

Фото профиля Dan Casas
Dan Casas1 год назад

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

Похожие видео