Levels of detail for crowds and groups

C. O'Sullivan, J. Cassell, H. Vilhjálmsson, J. Dingliana, S. Dobbyn, B. McNamee, C. Peters, T. Giang

Research output: Contribution to journalArticlepeer-review

49 Citations (Scopus)


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.

Original languageEnglish
Pages (from-to)733-741
Number of pages9
JournalComputer Graphics Forum
Issue number4
Publication statusPublished - Dec 2002

Other keywords

  • Collision handling
  • Crowd animation
  • Group animation
  • Human simulation
  • Real-time animation


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