|Title:||Geometric Diversity for Crowds on the GPU|
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.|
|Publisher:||Václav Skala - UNION Agency|
|Document type:||konferenční příspěvek|
|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|
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