The improvement of the realism in 3D virtual scenes is a continuous challenge of research, both in terms of rendering and the behaviour exhibited by the characters in the virtual worlds. With the fast paced evolution of computers, nowadays, it is possible to simulate crowds with thousands of individual entities at interactive frame rates using standard consumer-graded equipment. Yet, crowd simulations in real time are, too often, limited to characters lacking individuality and wandering in an environment without a specific goal. This situation is particularly problematic in the field of cultural heritage in simulations of the past where the realism of individual behaviour is critical. This proposal, through a collaboration across the computer science and the archaeology fields, seeks to address this problem. It aims at exploring bio-mimicking techniques originated in the field of ALife, in the development of a generative model for heterogeneity and spontaneity in behaviour animation of crowds. More specifically, the goals of the research can be defined as :
the development of a bio-inspired model of agency for virtual humans.
the development of an authoring tool to interact with the parameters of that model and develop context-specific behaviours/animations, and finally.
the development of a proof-of-concept, the simulation of a historical environment, with the assistance of non-programmers using the authoring tool developed earlier.
This project has received funding from the European Union's Horizon 2020 research and innovation programme under the Marie Sklodowska-Curie grant agreement No 655226