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Abstract For many years, it was a challenge to produce realistic virtual crowds for special effects in movies. Now, there is a new challenge: the production of real‐time autonomous virtual crowds. Real‐time crowds are necessary for games, virtual reality (VR) systems for training and simulation and crowds in augmented reality applications. Autonomy is the only way to create believable crowds reacting to events in real time. This article will present state‐of‐the‐art techniques and methods. It will detail how rendering, animation, navigation, and behavior should be improved to allow for real‐time better, more realistic, and less costly crowd simulations.
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Stored only when both papers are in the corpus — 83 citations exist upstream.
Papers that cite the same references — the relational fallback while embeddings are still backfilling.
Imported from OpenAlex (CC0) — nothing here is generated.