Sybren A. Stüvel

dblp:12/9704 · DBLP profile ↗
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5ranked-venue papers
4as first author
0since 2021 · last 2017
0000-0002-6460-5979ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-authorArtificial intelligence and machine learning · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
character animation
0.312017
Torso Crowds · IEEE Trans. Vis. Comput. Graph. 2017
Computer animation and physical simulation
crowd simulation
0.312017
Torso Crowds · IEEE Trans. Vis. Comput. Graph. 2017
Computer animation and physical simulation
agent-based simulation
0.112017
Torso Crowds · IEEE Trans. Vis. Comput. Graph. 2017

Methods — techniques the papers use, named apart from their topics

focus point orientation · 0.3capsule-shaped agent modeling · 0.3
YearPublicationVenuePosition
2017 Perception of collisions between virtual characters
abstract
Abstract With the growth in available computing power, we see increasingly crowded virtual environments. In densely crowded situations, collisions are likely to occur, and the choice in collision detection technique can impact the perceived realism of a real‐time crowd. This paper presents an investigation into the accuracy of human observers with regard to the recognition of collisions between virtual characters. We show the result of two user studies, where participants classify scenarios as “colliding” or “not colliding”; a pilot study investigates the perception of static images, whereas the main study expands on this by employing animated videos. In the pilot experiment, we investigated the effect of two variables on the ability to recognize collisions: distance between the character meshes and visibility of the inter‐character gap. In the main experiment, we investigate the angle between the character paths and the severity of the (near) collision. On average, respondents correctly classified 72% (static) and 68% (animated) of the scenarios. A notable result is that the maximum uncertainty in determining existence of collisions occurs when the characters are overlapping and that there is a significant bias towards answering “not colliding.” We also discuss differences in bias in the recognition of upper‐ and lower‐body collisions.
Sybren A. Stüvel, A. Frank van der Stappen, Arjan Egges
Comput. Animat. Virtual Worlds1
2017 Torso Crowds
abstract
We present a novel dense crowd simulation method. In real crowds of high density, people manoeuvring the crowd need to twist their torso to pass between others. Our proposed method does not use the traditional disc-shaped agent, but instead employs capsule-shaped agents, which enables us to plan such torso orientations. Contrary to other crowd simulation systems, which often focus on the movement of the entire crowd, our method distinguishes between active agents that try to manoeuvre through the crowd, and passive agents that have no incentive to move. We introduce the concept of a focus point to influence crowd agent orientation. Recorded data from real human crowds are used for validation, which shows that our proposed model produces equivalent paths for 85 percent of the validation set. Furthermore, we present a character animation technique that uses the results from our crowd model to generate torso-twisting and side-stepping characters.
Sybren A. Stüvel, Nadia Magnenat-Thalmann, Daniel Thalmann, A. Frank van der Stappen, Arjan Egges
IEEE Trans. Vis. Comput. Graph.1
2015 An analysis of manoeuvring in dense crowds
abstract
In high-density crowds, one can observe torso twists; people rotate their upper body to decrease their width perpendicular to the motion path, in order to squeeze through narrow spaces between other crowd members. In this paper we investigate such behaviour, by recording and analysing dense crowds. Apart from the common approach, where only the position of each person in the crowd is recorded, we also record and analyse the torso orientations. To the best of our knowledge, this has not been done before in the context of dense crowds. We show that the paths chosen by the participants can be predicted by Generalized Voronoi Diagrams based on line segment representations of the participants' torsos, and attest that the medial axis of a capsule-shaped representation of the torso is a good choice for such line segments.
Sybren A. Stüvel, M. F. de Goeij, A. Frank van der Stappen, Arjan Egges
MIG1
2014 Hierarchical structures for collision checking between virtual characters
abstract
ABSTRACT Simulating a crowded scene like a busy shopping street requires tight packing of virtual characters. In such cases, collisions are likely to occur, and the choice in collision detection shape will influence how characters are allowed to intermingle. Full collision detection is too expensive for crowds, so simplifications are needed. The most common simplification, the fixed‐width, pose‐independent cylinder, does not allow intermingling of characters, as it will either cause too much empty space between characters or undetected penetrations. As a possible solution to this problem, we introduce the bounding cylinder hierarchy (BCH), a bounding volume hierarchy that uses vertical cylinders as bounding shapes. Because the BCH is a generalization of the single cylinder, we expect that this representation can be easily integrated with existing crowd simulation systems. We compare our BCH with commonly used collision shapes, namely the single cylinder and oriented bounding box tree, in terms of query time, construction time, and represented volume. To get an indication of possible crowd densities, we investigate how close characters can be before collision is detected and finally propose a critical maximum depth for the BCH. Copyright © 2014 John Wiley & Sons, Ltd.
Sybren A. Stüvel, Nadia Magnenat-Thalmann, Daniel Thalmann, Arjan Egges, A. Frank van der Stappen
Comput. Animat. Virtual Worlds1
2011 A hybrid interpolation scheme for footprint-driven walking synthesis
Ben J. H. van Basten, Sybren A. Stüvel, Arjan Egges
Graphics Interface2