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Description
  • Graphical level of detail (LOD) is a set of techniques for coping with the issue of limited computational resources by reducing the graphical detail of the scene far from the observer. Simulation LOD reduces quality of the simulation at the places unseen. Contrary to graphical LOD, simulation LOD has been almost unstudied. As a part of our on-going effort on a large virtualstorytelling game populated by tens of complex virtual humans, we have developed and implemented a set of simulation LOD algorithms for simplifying virtual space and behaviour of virtual humans. The main feature of our technique is that it allows for several degrees of detail, i.e. for gradual varying of simulation quality. In this paper, we summarise the main lessons learned, introduce the prototype implementation called IVE and discuss the possibility of scaling our technique to other applications featuring virtual humans.
  • Graphical level of detail (LOD) is a set of techniques for coping with the issue of limited computational resources by reducing the graphical detail of the scene far from the observer. Simulation LOD reduces quality of the simulation at the places unseen. Contrary to graphical LOD, simulation LOD has been almost unstudied. As a part of our on-going effort on a large virtualstorytelling game populated by tens of complex virtual humans, we have developed and implemented a set of simulation LOD algorithms for simplifying virtual space and behaviour of virtual humans. The main feature of our technique is that it allows for several degrees of detail, i.e. for gradual varying of simulation quality. In this paper, we summarise the main lessons learned, introduce the prototype implementation called IVE and discuss the possibility of scaling our technique to other applications featuring virtual humans. (en)
Title
  • Simulation Level of Detail for Virtual Humans
  • Simulation Level of Detail for Virtual Humans (en)
skos:prefLabel
  • Simulation Level of Detail for Virtual Humans
  • Simulation Level of Detail for Virtual Humans (en)
skos:notation
  • RIV/00216208:11320/07:00004605!RIV11-MSM-11320___
http://linked.open...avai/riv/aktivita
http://linked.open...avai/riv/aktivity
  • P(1ET100300517), Z(MSM0021620838)
http://linked.open...iv/cisloPeriodika
  • 4722
http://linked.open...vai/riv/dodaniDat
http://linked.open...aciTvurceVysledku
http://linked.open.../riv/druhVysledku
http://linked.open...iv/duvernostUdaju
http://linked.open...titaPredkladatele
http://linked.open...dnocenehoVysledku
  • 449918
http://linked.open...ai/riv/idVysledku
  • RIV/00216208:11320/07:00004605
http://linked.open...riv/jazykVysledku
http://linked.open.../riv/klicovaSlova
  • Humans; Virtual; Detail; Level; Simulation (en)
http://linked.open.../riv/klicoveSlovo
http://linked.open...odStatuVydavatele
  • DE - Spolková republika Německo
http://linked.open...ontrolniKodProRIV
  • [9664286D4EC9]
http://linked.open...i/riv/nazevZdroje
  • Lecture Notes in Computer Science
http://linked.open...in/vavai/riv/obor
http://linked.open...ichTvurcuVysledku
http://linked.open...cetTvurcuVysledku
http://linked.open...vavai/riv/projekt
http://linked.open...UplatneniVysledku
http://linked.open...v/svazekPeriodika
  • 2007
http://linked.open...iv/tvurceVysledku
  • Brom, Cyril
  • Šerý, Ondřej
  • Poch, Tomáš
http://linked.open...ain/vavai/riv/wos
  • 000250108100001
http://linked.open...n/vavai/riv/zamer
issn
  • 0302-9743
number of pages
http://localhost/t...ganizacniJednotka
  • 11320
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