Simulation Levels of Detail for Real-time Virtual Worlds
Abstract
Animating numerous human-like gures in large virtual spaces makes it diicult to provide users with an interactive simulation rate. The prob-lems mainly consist in the large numb e r o f w alk-ers required to simulate realistic virtual spaces and in the accuracy of the model needed to ac-count for complex environments. We propose a new approach of model design in order to mini-mize the computation cost according to the kind of simulation and environment. A l o w-cost sim-pliied walking model is designed for at ground while a more complex one is proposed for com-plex terrains. We also describe how and when the transitions between these models occur while ensuring a visually realistic motion. The re-sults show that using simulation levels of detail is specially suitable for simulations in large virtual spaces and makes it possible to visualize realistic motions of walkers with a controlled computation cost.