Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. Ap- proaches that reduce the complexity of motions generated have also been proposed. In this paper, we describe ongoing development of a framework for Adaptive Level Of Detail for Human Animation (ALOHA), which in- corporates levels of detail for not only geometry and motion, but also includes a complexity gradient for natural behaviour, both conversational and social.
This paper describes an efficient framework for implementing global illumination techniques, using object oriented and component object methods. This framework facilitates in the development of new techniques or the implementation of existing techniques. By providing a flexible but comprehensive geometric and numeric architecture. The framework abstracts programmers and researchers from implementing an entire system, enabling them to focus only on those areas they are interested in. To illustrate the application of the framework we implement and compare existing and new Monte Carlo methods for global illumination.
Work on levels of detail for human simulation has occurred mainly on a geometrical level, either by reducing the numbers of polygons representing a virtual human, or replacing them with a two-dimensional imposter. Approaches that reduce the complexity of motions generated have also been proposed. In this paper, we describe ongoing development of a framework for Adaptive Level Of Detail for Human Animation (ALOHA), which incorporates levels of detail for not only geometry and motion, but also includes a complexity gradient for natural behaviour, both conversational and social.