General presentation !
General objective of this project
The goal of this project is to design two open-source plugins for Blender, which is a computer graphics software. One of these plugin will be able to render and animate crowds, and the other one to design environments by making different elements such as rivers and mountains automatically interact to produce realistic scenes. Although this kind of software is already developed in the Computer Graphics industry, it is often unavailable to the public and not of free use.
Scene taken from The Hobbit
Blender
Blender is a free software of 3D animation. See their website.
State of the art
Here is a brief state of the art, more informations will be provided on each work package page.
Crowds
We mainly based our work on an article called PLEdestrians A Least-Effort Approach to Crowd Simulation (some images are on the website of the article).
Simulated crowd from PLE | Real scene |
Envs
We thought the ideas presented in “A declarative approach to procedural modeling of virtual worlds”, Smelik et al were really interesting, and we tried to implement the same ideas into blender.
Simulated crowd from “A declarative approach to procedural modeling of virtual worlds”
Work packages
We split our teams into different working packages. In bold are the heads of each work package.
- WP1: Communication coma94, joseif, rmonat
- WP2: Blender Code coma94, PijusSimonaitis, rmonat
- WP3: Bibliography on crowds d1laj, joseif, vlutfall
- WP4: Bibliography on environments bboisson, gullcomb, omariott
- WP5: Crowds plugin development d1laj, coma94, joseif, PijusSimonaitis, vlutfall
- WP6: Environment plugin development bboisson, coma94, gullcomb, omariott, rmonat
- WP7: GUI development coma94, rmonat, vlutfall
- WP8: Trailer d1laj, coma94, joseif
Support and contact
Please get in touch with rmonat if you want more informations concerning this project.
References le jeu
Artist, Blender. n.d. “Blender Artist – Blender Wish List.” http://blenderartists.org/forum/showthread.php?382832-Blender-wish-list.
Blend’it, WP0. n.d. “Blendit Website.” http://blendit.github.io/.
———. n.d. “Meeting Notes.” https://github.com/blendit/pib/wiki/Comptes-rendus.
Chen, Guoning, Gregory Esch, Peter Wonka, Pascal Müller, and Eugene Zhang. 2008. “Interactive Procedural Street Modeling.” ACM Trans. Graph. 27 (3). New York, NY, USA: ACM: 103:1–103:10. doi:10.1145/1360612.1360702.
Crowd, Golaem. n.d. “Golaem Crowd Simulation for Maya.” http://golaem.com.
Foundation, Blender. n.d. “Blender Wiki – Animation of Objects.” https://www.blender.org/manual/animation/object_path.html.
———. n.d. “Blender Wiki – Ressources on Animated Walks.” http://wiki.blender.org/index.php/Dev:Ref/Requests/Animation2.6.
Génevaux, Jean-David, Eric Galin, Adrien Peytavie, Eric Guérin, Cyril Briquet, François Grosbellet, and Bedrich Benes. 2015. “Terrain Modelling from Feature Primitives.” Computer Graphics Forum 34 (6): 211–27. doi:10.1111/cgf.12530.
Guy, Stephen J., Jatin Chhugani, Sean Curtis, Pradeep Dubey, Ming Lin, and Dinesh Manocha. 2010. “PLEdestrians: A Least-Effort Approach to Crowd Simulation.” In Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation, 119–28. SCA ’10. Aire-la-Ville, Switzerland, Switzerland: Eurographics Association. http://dl.acm.org/citation.cfm?id=1921427.1921446.
Lague, Sebastian. n.d. “Video Tutorial: Blender Character Animation: Walk Cycle.” https://www.youtube.com/watch?v=DuUWxUitJos.
Marvie, Jean-Eudes, Julien Perret, and Kadi Bouatouch. 2005. “FL-system : A Functional L-system for procedural geometric modeling.” Visual Computer, The visual computer, 21 (5). Springer Verlag: 329–39. https://hal.inria.fr/inria-00461514.
Multon, Franck, Laure France, Marie-Paule Cani, and Gilles Debunne. 1999. “Computer Animation of Human Walking: a Survey.” Journal of Visualization and Computer Animation 10. John Wiley & Sons: 39–54. https://hal.inria.fr/inria-00527534.
Rossum, Guido van, Barry Warsaw, and Nick Coghlan. n.d. “PEP-8 Coding Conventions for Python.” https://www.python.org/dev/peps/pep-0008/.
Smelik, R. M., T. Tutenel, K. J. De Kraker, and R. Bidarra. 2011. “A Declarative Approach to Procedural Modeling of Virtual Worlds.” Comput. Graph. 35 (2). Elmsford, NY, USA: Pergamon Press, Inc.: 352–63. doi:10.1016/j.cag.2010.11.011.
Software, Autodesk. n.d. “3DS Max Autodesk Software.” http://www.autodesk.fr/products/3ds-max/overview.
Software, Massive. n.d. “Massive Software.” http://www.massivesoftware.com/.
Vanegas, Carlos A., Tom Kelly, Basil Weber, Jan Halatsch, Daniel G. Aliaga, and Pascal Müller. 2012. “Procedural Generation of Parcels in Urban Modeling.” Comput. Graph. Forum 31 (2pt3). Chichester, UK: The Eurographs Association & John Wiley & Sons, Ltd.: 681–90. doi:10.1111/j.1467-8659.2012.03047.x.