Brown Computer Graphics Group Brown Computer Graphics Group

Multi-Resolution Behaviors for Large-Scale Environments

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Small World
Waltz
Small World
Waltz

Large Interactive Environments

Our goal is to build systems for the authoring and emulation of highly interactive, large scale narrative virtual environments. In order to support very large worlds, we want to present the user with an approximation of both the geometry and behaviors, computing only enough detail to emulate a plausible experience based on the limits of the user's time-varying perception, knowledge, and expectation of the environment. Our two approaches for achieving this goal are procedural modeling and a multi-resolution description of behaviors.

Both as a modeling aid and as a means of data compression, we describe the world procedurally using stochastic subdivision techniques, generating geometric and behavioral detail only as needed by the application. Authored content, in a structure akin to a scene graph, provides the parameters that guide the procedural generation of the world. Its description includes both how the world should change over time as well as how it should adapt to changes in the user's position and orientation within it. The runtime system must make trade-offs between the available computation power and the visual and experiential fidelity of the world including, especially, the author's intent. The behavioral descriptions, accordingly, contain hints as to their application importance such that the runtime system may choose appropriately how to adapt their detail both over time and as the user moves about the world.

Participants: Steven Dollins

Interactive Densely Populated Scenes

In computer graphics, we seldom see interactive scenes that contain a large population. For example, the settings for most computer games are indoors where dungeons and rooms provide a physical limitation to the number of characters that can be present. Furthermore, scenes that do incorporate a large population are usually not interactive due to the inherent computation required to simulate them. This is more apparent as the complexity of each character increases. In addition to individual complexity, if we allow the characters to interact with each other (in a pairwise manner), the computation required to simulate them may grow at a quadratic rate with respect to the number of characters in the scene. We have developed multi-resolution techniques in geometry, animation, and behavior. Whereas most multi-resolution research has focused on simplifying geometry, animation, or behavior separately, we allow our system to leverage information from the three different areas. We apply these techniques to a Ballroom Dancing simulation.

Participants: Dom Bhuphaibool

Animation and Multi-Resolution Behavior

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