Title: | Geometric Diversity for Crowds on the GPU |
Authors: | Lister, W. Laycock, R. G. Day, A. M. |
Citation: | WSCG '2009: Full Papers Proceedings: The 17th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS: University of West Bohemia Plzen, Czech Republic, February 2 - 5, 2009, p. 113-120. |
Issue Date: | 2009 |
Publisher: | Václav Skala - UNION Agency |
Document type: | konferenční příspěvek conferenceObject |
URI: | http://wscg.zcu.cz/WSCG2009/Papers_2009/!_WSCG2009_Full_final.zip http://hdl.handle.net/11025/10896 |
ISBN: | 978-80-86943-93-0 |
Keywords: | vykreslování;geometrická diverzita;grafické procesory |
Keywords in different language: | rendering;geometric diversity;graphic processing units |
Abstract: | Pure geometric techniques have emerged as viable real-time alternatives to those traditionally used for rendering crowds. However, although capable of drawing many thousands of individually animated characters, the potential for injecting intra-crowd diversity within this framework remains to be fully explored. For urban crowds, a prominent source of diversity is that of clothing and this work presents a technique to render a crowd of clothed, virtual humans whilst minimising redundant vertex processing, overdraw and memory consumption. By adopting a piecewise representation, given an assigned outfit and pre-computed visibility metadata, characters can be constructed dynamically from a set of sub-meshes and rendered using skinned instancing. Using this technique, many thousands of independently clothed, animated and textured characters can be rendered at 40 fps. |
Rights: | © Václav Skala - UNION Agency |
Appears in Collections: | WSCG '2009: Full Papers Proceedings |
Files in This Item:
File | Description | Size | Format | |
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Lister.pdf | Plný text | 483,56 kB | Adobe PDF | View/Open |
Please use this identifier to cite or link to this item:
http://hdl.handle.net/11025/10896
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