Rennes, France
Rennes, France

Golaem is a France-based software developer of solutions dedicated to the population of 3D environments using autonomous human-like characters. Golaem was created in 2009 by researchers and engineers from INRIA, a major French research center, leveraging on 15 years of research on the modeling and simulation of human characters. Wikipedia.

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Lemercier S.,French Institute for Research in Computer Science and Automation | Jelic A.,University Paris - Sud | Jelic A.,French National Center for Scientific Research | Kulpa R.,University of Rennes 2 – Upper Brittany | And 8 more authors.
Computer Graphics Forum | Year: 2012

While walking through a crowd, a pedestrian experiences a large number of interactions with his neighbors. The nature of these interactions is varied, and it has been observed that macroscopic phenomena emerge from the combination of these local interactions. Crowd models have hitherto considered collision avoidance as the unique type of interactions between individuals, few have considered walking in groups. By contrast, our paper focuses on interactions due to the following behaviors of pedestrians. Following is frequently observed when people walk in corridors or when they queue. Typical macroscopic stop-and-go waves emerge under such traffic conditions. Our contributions are, first, an experimental study on following behaviors, second, a numerical model for simulating such interactions, and third, its calibration, evaluation and applications. Through an experimental approach, we elaborate and calibrate a model from microscopic analysis of real kinematics data collected during experiments. We carefully evaluate our model both at the microscopic and the macroscopic levels. We also demonstrate our approach on applications where following interactions are prominent. © 2012 The Author(s).

Fehrenbach J.,Toulouse 1 University Capitole | Narski J.,Toulouse 1 University Capitole | Hua J.,Donghua University | Lemercier S.,French Institute for Research in Computer Science and Automation | And 8 more authors.
Networks and Heterogeneous Media | Year: 2015

We use the results of a pedestrian tracking experiment to identify a follow-the-leader model for pedestrians walking-in-line. We demonstrate the existence of a time-delay between a subject's response and the predecessor's corresponding behavior. This time-delay induces an instability which can be damped out by a suitable relaxation. By comparisons with the experimental data, we show that the model reproduces well the emergence of large-scale structures such as congestions waves. The resulting model can be used either for modeling pedestrian queuing behavior or can be incorporated into bi-dimensional models of pedestrian traffic. © American Institute of Mathematical Sciences.

Lemercier S.,French Institute for Research in Computer Science and Automation | Moreau M.,French National Center for Scientific Research | Moussaid M.,French National Center for Scientific Research | Theraulaz G.,French National Center for Scientific Research | And 3 more authors.
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2011

Reconstruction is a key step of the motion capture process. The quality of motion data first results from the quality of raw data. However, it also depends on the motion reconstruction step, especially when raw data suffer markers losses or noise due, for example, to challenging conditions of capture. Labeling is a final and crucial data reconstruction step that enables practical use of motion data (e.g., analysis). The lower the data quality, the more time consuming and tedious the labeling step, because human intervention cannot be avoided: he has to manually indicate markers label each time a loss of the marker in time occurs. In the context of crowd study, we faced such situation when we performed experiments on the locomotion of groups of people. Data reconstruction poses several problems such as markers labeling, interpolation and mean position computation. While Vicon IQ software has difficulties to automatically label markers for the crowd experiment we carried out, we propose a specific method to label our data and estimate participants mean positions with incomplete data. © 2011 Springer-Verlag.

Agency: European Commission | Branch: H2020 | Program: IA | Phase: ICT-18-2014 | Award Amount: 929.01K | Year: 2015

POPULATE, which is the acronym for POPULate AsymmeTric mobile gamEs, is an Innovation Action in the field of mobile games. The proposal focuses on innovation, by combining a multi-devices approach to game design with a state of the art crowd simulation technology, and so favor a game with a simple gameplay. The objective is to develop a prototype involving crowds for asymmetric games using both wearable and mobile devices as controllers and using TV as the main display. In the proposed gameplay, the player will have to defend himself, armed only with giant balls propulsed then controlled through natural motions, against ravenous hordes of digital creatures. Other players will have the ability to influence the appearance and behavior of the horde against the defender. AMA Romania, top developing and R&D studio of AMA world leader of innovative interactive entertainment software on all devices, needs to carry further its innovative expertise on its game by exploring the possibilities of multi-devices interaction to offer gamers a premium experience. Connected objects, such as glasses or watches, are the new gaming frontier, naturally immersing players and offering exciting new ways of interacting with the digital world. Golaem is developing Golaem for Games, an add-on to Golaem Crowd to be integrated in game engines by game studios, to interactively replay crowd simulations configured by artists. For this development to be successful Golaem needs to team up with a game studio to validate the needs and usefulness of the product. The added value Golaem will provide to the project is in the gain of production time to generate a visually diverse crowd of autonomous characters. The Graphics, Vision and Visualisation Group of the Trinity College of Dublin will study the influence of the appearance, behaviors and animation realism of creatures on the defender. Is the cuteness of the creatures an element which can be used in gameplay design to stress the player?

Agency: European Commission | Branch: FP7 | Program: CP-FP | Phase: SEC-2013.7.6-1 | Award Amount: 1.90M | Year: 2014

The SAFECITI project proposes the creation of a simulation system for Police intelligence analysts to predict the behavior of crowds in urban environments under specific threats or stresses (turmoil, violence, panic, catastrophes or terrorism) in order to train and develop better safety plans, and tactic operations. This platform will be designed both as a simulation platform for training purposes and as a predictive tool for operational use. The platform will also include performance measurement tools based on safety goals (people and infrastructure damage) to measure the skills of the analyst. All the simulations will be stored in a database for further analysis, creating a large set of data that can be exploited. The database will work as an historic repository, but more interestingly, as a large set of useful data that will be re-analyzed by artificial intelligence algorithms to create predictive models. The main goal of this predictive model will be the creation of a virtual analyst that is able to recommend actions based on the enriched analysis of hundreds or thousands of simulations. This project aims not only to improve the training methodologies and performance measurement of the analysts, but to create a new profile for new generation analysts that will get trained in a first stage and will operate the system later along their whole operational life, helping to enrich the system with new simulations and validation cases. These new analysts will be able to project new operational plans in advance by simulating what-if cases in complex scenarios, and anticipating threats. The Consortium is an outstanding example of multi-sector collaboration between research excellence institutions, large corporation, end user and SMEs from five European Countries. Three SMEs are involved, one large corporation, one University and an end-user (Spanish National Police). All of them play a relevant role in the project. The Coordinator is Next Limit Technologies (SME).

Du Sel Y.P.,Golaem | Rouille M.,Golaem | Chaverou N.,Golaem
Proceedings - DigiPro 2015, Digital Production Symposium | Year: 2015

CG Crowds have become increasingly popular this last decade in the VFX industry: formerly reserved to only a few number of high end studios and blockbusters, crowd simulation is now widely used in TV shows or commercials. In a context where budget and time constraints increase at each project, quality requirements stay the same: generate believable character animations at the microscopic level while ensuring that the overall crowd simulation stays coherent at the macroscopic level. Golaem Crowd is an artist-oriented crowd simulation plugin for Autodesk Maya. Amongst the various tools embedded in the software, it includes a dedicated character animation engine. Golaem Crowd animation engine allows real-time motion retargeting as well as interactive motion synchronization and blending. In this paper, the motion retargeting workflow is detailed, as well as its features and how it helps solving production constraints by reducing the number of assets to create and by facilitating the reuse of assets. © 2015 ACM.

Ondrej J.,Golaem | Pettre J.,Golaem | Olivier A.-H.,Golaem | Donikian S.,Golaem
ACM Transactions on Graphics | Year: 2010

In the everyday exercise of controlling their locomotion, humans rely on their optic flow of the perceived environment to achieve collision-free navigation. In crowds, in spite of the complexity of the environment made of numerous obstacles, humans demonstrate remarkable capacities in avoiding collisions. Cognitive science work on human locomotion states that relatively succinct information is extracted from the optic flow to achieve safe locomotion. In this paper, we explore a novel vision-based approach of collision avoidance between walkers that fits the requirements of interactive crowd simulation. By simulating humans based on cognitive science results, we detect future collisions as well as the level of danger from visual stimuli. The motor-response is twofold: a reorientation strategy prevents future collision, whereas a deceleration strategy prevents imminent collisions. Several examples of our simulation results show that the emergence of self-organized patterns of walkers is reinforced using our approach. The emergent phenomena are visually appealing. More importantly, they improve the overall efficiency of the walkers' traffic and avoid improbable locking situations. © 2010 ACM.

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