Wouter van Toll

Orcid: 0000-0003-1225-1272

According to our database1, Wouter van Toll authored at least 20 papers between 2011 and 2022.

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Bibliography

2022
Interaction Fields: Intuitive Sketch-based Steering Behaviors for Crowd Simulation.
Comput. Graph. Forum, 2022

2021
Algorithms for Microscopic Crowd Simulation: Advancements in the 2010s.
Comput. Graph. Forum, 2021

SPH crowds: Agent-based crowd simulation up to extreme densities using fluid dynamics.
Comput. Graph., 2021

2020
Comparing navigation meshes: Theoretical analysis and practical metrics.
Comput. Graph., 2020

Synchronizing navigation algorithms for crowd simulation via topological strategies.
Comput. Graph., 2020

Generalized Microscropic Crowd Simulation using Costs in Velocity Space.
Proceedings of the I3D '20: Symposium on Interactive 3D Graphics and Games, 2020

Extreme-Density Crowd Simulation: Combining Agents with Smoothed Particle Hydrodynamics.
Proceedings of the MIG '20: Motion, 2020

2019
Connecting Global and Local Agent Navigation via Topology.
Proceedings of the Motion, Interaction and Games, 2019

Data-Driven Crowd Simulation with Generative Adversarial Networks.
Proceedings of the 32nd International Conference on Computer Animation and Social Agents, 2019

Learning C# by Programming Games, Second Edition
Springer, ISBN: 978-3-662-59251-9, 2019

2018
The Medial Axis of a Multi-Layered Environment and Its Application as a Navigation Mesh.
ACM Trans. Spatial Algorithms Syst., 2018

2017
The Explicit Corridor Map: A Medial Axis-Based Navigation Mesh for Multi-Layered Environments.
CoRR, 2017

2016
A comparative study of navigation meshes.
Proceedings of the 9th International Conference on Motion in Games, 2016

The Explicit Corridor Map: Using the Medial Axis for Real-Time Path Planning and Crowd Simulation.
Proceedings of the 32nd International Symposium on Computational Geometry, 2016

2015
Dynamically Pruned A* for re-planning in navigation meshes.
Proceedings of the 2015 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2015

2014
GPGPU-accelerated construction of high-resolution generalized voronoi diagrams and navigation meshes.
Proceedings of the Seventh International Conference on Motion in Games, Playa Vista, CA, USA, November 06, 2014

2012
A navigation mesh for dynamic environments.
Comput. Animat. Virtual Worlds, 2012

Real-time density-based crowd simulation.
Comput. Animat. Virtual Worlds, 2012

About the PD crowd simulation framework.
Proceedings of the Winter Simulation Conference, 2012

2011
Navigation meshes for realistic multi-layered environments.
Proceedings of the 2011 IEEE/RSJ International Conference on Intelligent Robots and Systems, 2011


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