gammaunc Videos

Continuum Traffic Simulation

Continuum Traffic Simulation

We present a novel method for the synthesis and animation of realistic traffic flows on large-scale road networks. Our technique is based on a continuum model of traffic flow; we extend it to correctly handle lane changes and merges, and traffic behaviors due to changes in speed limit. We demonstrate how our method can be applied to animation of many vehicles in a large-scale traffic network at interactive rates and show that our method can simulate believable traffic flows on a publicly ...

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A Hybrid Approach for Synthesizing Human Motion in Constrained Environments

A Hybrid Approach for Synthesizing Human Motion in Constrained Environments

We present a new algorithm to generate plausible motions for high-DOF human-like articulated figures in constrained environments with multiple obstacles. Our approach is general and makes no assumption about the articulated model or the environment. The algorithm combines hierarchical model decomposition with sample-based planning to efficiently compute a collision-free path in tight spaces. Furthermore, we use path perturbation and replanning techniques to satisfy the kinematic and dynamic ...

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Interactive Large-scale Crowd Simulation

Interactive Large-scale Crowd Simulation

An interactive crowd simulation demo. We present our new system which animates thousands of people, using our novel global and local navigation techniques. By exploiting the parallelism present in recent many-core architectures, we can simulate and render large crowds in real-time, and allow a user to interactively direct the crowd. To the best of our knowledge, this is the first such system, capable of interactively handling large scale crowds. [Stephen J. Guy, Sachin Patil, Sean Curtis ...

Tags: GAMMA; crowd simulation; path planning for multiple mobile robots or agents; collision avoidance; GPU and many-core computing

Touch-enabled 3D Model Design

Touch-enabled 3D Model Design

We present the ArtNova system for three-dimensional model design with a haptic interface. ArtNova offers the novel capability of interactively applying textures onto three-dimensional surfaces directly by brush strokes, with the orientation of the texture determined by the stroke. Building upon the framework of an earlier system, InTouch, it further provides an intuitive physically-based force response when deforming a model. This system also uses a user-centric viewing technique that ...

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Interactive Haptic Painting with 3D Virtual Brushes

Interactive Haptic Painting with 3D Virtual Brushes

We present the DAB painting system with an intuitive haptic interface, which serves as an expressive vehicle for interactively creating painterly works. We introduce a deformable, three-dimensional brush model, which gives the user natural control of complex brush strokes. The force feedback enhances the sense of realism and provides tactile cues that enable the user to better manipulate the paint brush. We have also developed a bidirectional, two-layer paint model that, combined with a ...

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RESound: Interactive Sound Rendering for Dynamic Virtual Environments

RESound: Interactive Sound Rendering for Dynamic Virtual Environments

We present an interactive algorithm and system (RESound) for sound propagation and rendering in virtual environments and media applications. RESound uses geometric propagation techniques for fast computation of propagation paths from a source to a listener and takes into account specular reflections, diffuse reflections, and edge diffraction. In order to perform fast path computation, we use a unified ray-based representation to efficiently trace discrete rays as well as volumetric ray ...

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Directing Crowd Simulations Using Navigation Fields

Directing Crowd Simulations Using Navigation Fields

We present a novel approach to direct and control virtual crowds using navigation fields. Our method guides one or more agents towards desired goals based on guidance fields. The system allows the user to specify these fields by either sketching paths directly in the scene via an intuitive authoring interface or by importing motion flow fields extracted from crowd video footage. We propose a novel formulation to blend input guidance fields to create singularity-free, goal-directed navigation ...

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Generalized Velocity Obstacles

Generalized Velocity Obstacles

We address the problem of real-time navigation in dynamic environments for car-like robots. We present an approach to identify controls that will lead to a collision with a moving obstacle at some point in the future. Our approach generalizes the concept of velocity obstacles, which have been used for navigation among dynamic obstacles, and takes into account the constraints of a car-like robot. We use this formulation to find controls that will allow collision-free navigation in dynamic ...

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Multi-robot Coordination Using Generalized Social Potential Fields

Multi-robot Coordination Using Generalized Social Potential Fields

We present a novel approach to compute collision-free paths for multiple robots subject to local coordination constraints. More specifically, given a set of robots, their initial and final configurations, and possibly some additional coordination constraints, our goal is to compute a collision-free path between the initial and final configuration that maintains the constraints. To solve this problem, our approach generalizes the social potential field method to be applicable to both convex ...

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Reciprocal Velocity Obstacles for Real-time Multi-agent Navigation

Reciprocal Velocity Obstacles for Real-time Multi-agent Navigation

We propose the reciprocal velocity obstacle (RVO) concept for real-time multi-agent navigation in which each agent navigates independently without explicit communication with other agents. RVO is an extension of the velocity obstacle (VO) that takes into account the reactive behavior of the other agents by implicitly assuming that they make similar collision-avoidance reasoning. RVO guarantees safe and oscillation-free motions for each of the agents. gamma.cs.unc.edu

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