Browsing by Autor "Xun Luo"
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Item type: Item , Automatic 3D Urban Installation Generation in Virtual Cities(2019) Gustavo Alomía; Xun Luo; Claudia Zùñiga; Andrés Navarro; Carlos Lozano-GarzónThis paper presents the integration of procedural modeling and geographic information systems (GIS) for the development of a 3D city model (3DCM), which is basically a computerized digital model of a city. Through a procedural approach based on computer generated animation (CGA) on GIS, the result of this work is 3D virtual modeling of urban areas originally without enough information of urban installations. Our system is capable of 1) detecting areas lacking this type of information, 2) through a sequence of rules-based algorithmic steps, modeling a complete city or part of a city, resulting in a 3D virtual model of the selected area. The final output of our system generates a high-precision and more complete three-dimensional urban environment based on two-dimensional vector data and terrain data in GIS, driven by semantic rules.Item type: Item , Multiple Character Motion Adaptation in Virtual Cities Using Procedural Animation(2019) Gabriela Salazar; Xun Luo; Andrés Adolfo Navarro Newball; Claudia Zùñiga; Carlos Lozano-GarzónEvery person is unique in his/her size, proportions and style of motion. Reflecting such range of variations in virtual characters is one of the principal objectives to be achieved. While it is obvious that one size dos not fit all, maintaining a huge database of animations for many characters would pose a formidable challenge. By using a systemic approach to animations, we can free the animators from making multiple animations. Our approach allows for generating animation content at runtime to reflect human versatility in virtual characters. The present research aims to use procedural animation combined with inverse kinematics (IK) and simulated physics to have character versatility in an environment where diversity is required with the purpose of having a more realistic virtual scenario, saving time with faster iterations and reducing production costs.Item type: Item , Procedural Animation Generation Technology of Virtual Fish Flock(2019) Andrea Pilco; Xun Luo; Andrés Adolfo Navarro Newball; Claudia Zùñiga; Carlos Lozano-GarzónFlocking refers to the collective and coherent motion of a large group of animals. In this paper, a procedural animation generation technology of virtual fish flock is described. In our work, each animated character, symbolized by fish, is implemented as an independent actor that navigates according to its local perception of the environment. Motion of the actor obeys the laws of simulated physics, and a set of behaviors are programmed into it by the animator. Flocking behaviors of separation, alignment and cohesion are be recreated. As such, there is no need to script the motions of each individual fish. These kinds of systems are commonly employed when constructing a large-scale battle or a herd of animals. With this work, we are able to simulate flocking behavior using autonomous agents with simple movement rules.Item type: Item , Procedural Placement of Existing Building Models in Virtual Cities(2019) Cando Efren; Xun Luo; Andrés Adolfo Navarro Newball; Andrés Navarro; Carlos Lozano-GarzónProcedural urban scene generation can show a lot of insights about infrastructure, organization and development of a city, and find itself many applications in different fields. On the other hand, in many cases the available information from satellite images and terrestrial dataset is limited, leaving considerable blank spaces in the generated virtual city. How to fill the blank spaces in order to obtain a more realistic scene is thus an important problem to be solved by designers. Designers usually spent enormous time and effort to create three-dimensional (3D) urban models using 3D modeling software. Importing building models manually one by one to cover the blank spaces in a large urban setting can be labor-intensive and also means high cost of time. Enlightened by these observations, this study is aimed at the design and implementation of an algorithm focusing on 1) the identification and positioning of blank spaces in a virtual urban area and 2) the automatic filling of such blank spaces, importing 3D models of existing buildings from a database.Item type: Item , Realistic Behavior of Virtual Citizens through Procedural Animation(2019) Espinoza Castro Danny Alberto; Xun Luo; Andrés Adolfo Navarro Newball; Claudia Zùñiga; Carlos Lozano-GarzónThree-dimensional and virtual technologies develop rapidly, tools such as animation of virtual characters, virtual reality, artificial intelligence and computer-generated imagery occupy important spaces in different areas. However, new innovations and technological developments give rise to new challenges for artists and researchers. Several research work have dedicated their efforts to the development of virtual cities, methods to optimize time and information processing during crowd simulation, integration of virtual reality in crowd simulation, among other important milestones. However, the necessary attention has not been paid to the naturalness of the movement that virtual characters perform within these scenes, creating an obstacle to the sensation of the user's presence in this type of virtual environments. Moreover, crowd simulation investigations have been generated on flat ideal terrain, which differs from the reality of different cities that are composed of irregular terrain. Consequently, the use of standard walking animations lead to discrepancies with the real behavior of a human. This paper discusses the use of procedural animation to create realistic movements of a virtual character that can be applied in the different areas of research mentioned, therefore the character within the simulation is able to modify its standard movement without generating new animations and thus optimizing production resources.