September 2008 Virtual Environments and Robotics Research Chair: Dr. Isaac Rudomin rudomin.itesm.cem.mx/~rudomin  [email_address]
Recent Work in Computer Graphics Crowd simulation and rendering Animatable facial models for crowds Tangible interfaces and applications
C r o w d  S i m u l a t i o n State of the art in realtime large crowd simulation: [Reynolds 2006]:10K characters with Playstation3.  [Rudomin et al. 2006]:  100K to 1M simple characters simulated and rendered in GPU .  [DeSouza et al. 2007]: megascale agent based simulation for biology simulations. [ Shopf  et al.  2008]: 60K detailed characters simulated in newest ATI GPU using hardware tesselation. Agent based crowd simulation has applications in  architecture and urbanism, natural disaster mitigation, film and videogames, biological simulation
We were the first to specify, simulate and render in real time  100K or more characters  using: Finite state automata running in the GPU  Agent influence auxiliary images Level of detail and instancing XML scripts automagically converted to GLSL shaders and auxiliary images C r o w d  S i m u l a t i o n
C r o w d  S i m u l a t i o n
Animatable facial models for crowds We use a small group (5 to 7) of  representative geometry images, three auxiliary images, as well as individualized parameters for modeling and animating each face in a crowd.
Modelos faciales animables para multitudes Animatable facial models for crowds
Modelos faciales animables para multitudes Animatable facial models for crowds
Tangible interfaces and applications Several interfaces and their effects on user perception and interaction were studied and presented in art venues.  Plant Chat, Galería Myto, México DF, 2004  Fluids, “Datspace”, Madrid 2005 Crowds: “Technarte”, Bilbao 2007
Aplicaciones de interfaces tangibles Tangible interfaces and applications
References Reynolds et al 2006: Big Fast Crowds on PS3  http://portal.acm.org/citation.cfm?id=1183333   Rudomin et al 2006: Large Crowds in the GPU:  http://rudomin.cem.itesm.mx/~rudomin/shader-agents.htm De Souza et al 2007: Mega-Scale Interactive Agent-Based Model Simulations on the GPU:  http://www.me.mtu.edu/~rmdsouza/ABM_GPU.html   Shopf et al 2008: March of the Froblins  http://ati.amd.com/developer/SIGGRAPH08\Chapter03-SBOT-March_of_The_Froblins.pdf

rudomin itesm

  • 1.
    September 2008 VirtualEnvironments and Robotics Research Chair: Dr. Isaac Rudomin rudomin.itesm.cem.mx/~rudomin [email_address]
  • 2.
    Recent Work inComputer Graphics Crowd simulation and rendering Animatable facial models for crowds Tangible interfaces and applications
  • 3.
    C r ow d S i m u l a t i o n State of the art in realtime large crowd simulation: [Reynolds 2006]:10K characters with Playstation3. [Rudomin et al. 2006]: 100K to 1M simple characters simulated and rendered in GPU . [DeSouza et al. 2007]: megascale agent based simulation for biology simulations. [ Shopf et al. 2008]: 60K detailed characters simulated in newest ATI GPU using hardware tesselation. Agent based crowd simulation has applications in architecture and urbanism, natural disaster mitigation, film and videogames, biological simulation
  • 4.
    We were thefirst to specify, simulate and render in real time 100K or more characters using: Finite state automata running in the GPU Agent influence auxiliary images Level of detail and instancing XML scripts automagically converted to GLSL shaders and auxiliary images C r o w d S i m u l a t i o n
  • 5.
    C r ow d S i m u l a t i o n
  • 6.
    Animatable facial modelsfor crowds We use a small group (5 to 7) of representative geometry images, three auxiliary images, as well as individualized parameters for modeling and animating each face in a crowd.
  • 7.
    Modelos faciales animablespara multitudes Animatable facial models for crowds
  • 8.
    Modelos faciales animablespara multitudes Animatable facial models for crowds
  • 9.
    Tangible interfaces andapplications Several interfaces and their effects on user perception and interaction were studied and presented in art venues. Plant Chat, Galería Myto, México DF, 2004 Fluids, “Datspace”, Madrid 2005 Crowds: “Technarte”, Bilbao 2007
  • 10.
    Aplicaciones de interfacestangibles Tangible interfaces and applications
  • 11.
    References Reynolds etal 2006: Big Fast Crowds on PS3 http://portal.acm.org/citation.cfm?id=1183333 Rudomin et al 2006: Large Crowds in the GPU: http://rudomin.cem.itesm.mx/~rudomin/shader-agents.htm De Souza et al 2007: Mega-Scale Interactive Agent-Based Model Simulations on the GPU: http://www.me.mtu.edu/~rmdsouza/ABM_GPU.html Shopf et al 2008: March of the Froblins http://ati.amd.com/developer/SIGGRAPH08\Chapter03-SBOT-March_of_The_Froblins.pdf