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 Panayiotis Charalambous

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Average citations per article3.00
Citation Count24
Publication count8
Publication years2010-2015
Available for download3
Average downloads per article205.00
Downloads (cumulative)615
Downloads (12 Months)173
Downloads (6 Weeks)14
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8 results found Export Results: bibtexendnoteacmrefcsv

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1 published by ACM
November 2015 MIG '15: Proceedings of the 8th ACM SIGGRAPH Conference on Motion in Games
Publisher: ACM
Bibliometrics:
Citation Count: 0
Downloads (6 Weeks): 2,   Downloads (12 Months): 49,   Downloads (Overall): 135

Full text available: PDFPDF
Artists, animation and game designers are in demand for solutions to easily populate large virtual environments with crowds that satisfy desired visual features. This paper presents a method to intuitively populate virtual environments by specifying two key features: localized density , being the amount of agents per unit of surface, ...
Keywords: crowd animation, crowd patches, crowd design

2
September 2015 Computer Graphics Forum: Volume 34 Issue 6, September 2015
Publisher: The Eurographs Association & John Wiley & Sons, Ltd.
Bibliometrics:
Citation Count: 4

The increasing availability of large motion databases, in addition to advancements in motion synthesis, has made motion indexing and classification essential for better motion composition. However, in order to achieve good connectivity in motion graphs, it is important to understand human behaviour; human movement though is complex and difficult to ...
Keywords: motion analysis, H.3.1 Content Analysis and Indexing: Indexing methods-; I.3.7 Three-Dimensional Graphics and Realism: Animation, behavioural animation, emotion classification, motion capture

3 published by ACM
August 2015 Journal on Computing and Cultural Heritage (JOCCH): Volume 8 Issue 4, August 2015
Publisher: ACM
Bibliometrics:
Citation Count: 3
Downloads (6 Weeks): 9,   Downloads (12 Months): 100,   Downloads (Overall): 325

Full text available: PDFPDF
Motion capture (mocap) technology is an efficient method for digitizing art performances, and is becoming increasingly popular in the preservation and dissemination of dance performances. Although technically the captured data can be of very high quality, dancing allows stylistic variations and improvisations that cannot be easily identified. The majority of ...
Keywords: Folk dances, Laban Movement Analysis, motion capture, motion comparison, motion evaluation

4
December 2014 Computer Graphics Forum: Volume 33 Issue 8, December 2014
Publisher: The Eurographs Association & John Wiley & Sons, Ltd.
Bibliometrics:
Citation Count: 7

We present a data-driven method for the real-time synthesis of believable steering behaviours for virtual crowds. The proposed method interlinks the input examples into a structure we call the perception-action graph PAG which can be used at run-time to efficiently synthesize believable virtual crowds. A virtual character's state is encoded ...
Keywords: 2D Techniques, Behavioral Animation, I.3.7 [Computer Graphics]: Animation I.2.11 [Distributed Artificial Intelligence]: Multiagent systems, Human Simulation

5 published by ACM
November 2014 MIG '14: Proceedings of the Seventh International Conference on Motion in Games
Publisher: ACM
Bibliometrics:
Citation Count: 1
Downloads (6 Weeks): 3,   Downloads (12 Months): 24,   Downloads (Overall): 155

Full text available: PDFPDF
Over the past few years, simulating crowds in virtual environments has become an important tool to give life to virtual scenes; be it movies, games, training applications, etc. An important part of crowd simulation is the way that people move from one place to another. This paper concentrates on improving ...
Keywords: crowd patches, virtual humans, optimization, crowd simulation

6
October 2014 Computer Graphics Forum: Volume 33 Issue 7, October 2014
Publisher: The Eurographs Association & John Wiley & Sons, Ltd.
Bibliometrics:
Citation Count: 2

We present a novel approach for analyzing the quality of multi-agent crowd simulation algorithms. Our approach is data-driven, taking as input a set of user-defined metrics and reference training data, either synthetic or from video footage of real crowds. Given a simulation, we formulate the crowd analysis problem as an ...
Keywords: I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Animation, Categories and Subject Descriptors according to ACM CCS

7
October 2012 EuroMed'12: Proceedings of the 4th international conference on Progress in Cultural Heritage Preservation
Publisher: Springer-Verlag
Bibliometrics:
Citation Count: 1

This paper presents the first stages of a larger project concerning the study and realization of a 3D interactive environment of everyday life in 19th century Nicosia. The presented study involves the recreation of the built urban environment (i.e. the architecture of the city) based on historic and archival information ...
Keywords: architecture, urban, land registry, 3D reconstruction, built environment, procedural modeling

8
November 2010 MIG'10: Proceedings of the Third international conference on Motion in games
Publisher: Springer-Verlag
Bibliometrics:
Citation Count: 2

Crowd steering algorithms generally use empirically selected stimuli to determine when and how an agent should react. These stimuli consist of information from the environment that potentially influence behavior such as an agent's visual perception, its neighboring agents state and actions, locations of nearby obstacles, etc. The various different approaches, ...



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