Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Lister, W. | |
dc.contributor.author | Laycock, R. G. | |
dc.contributor.author | Day, A. M. | |
dc.contributor.editor | Chen, Min | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2014-03-26T12:10:17Z | |
dc.date.available | 2014-03-26T12:10:17Z | |
dc.date.issued | 2009 | |
dc.identifier.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. | en |
dc.identifier.isbn | 978-80-86943-93-0 | |
dc.identifier.uri | http://wscg.zcu.cz/WSCG2009/Papers_2009/!_WSCG2009_Full_final.zip | |
dc.identifier.uri | http://hdl.handle.net/11025/10896 | |
dc.description.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. | en |
dc.format | 8 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | WSCG '2009: Full Papers Proceedings | en |
dc.rights | © Václav Skala - UNION Agency | en |
dc.subject | vykreslování | cs |
dc.subject | geometrická diverzita | cs |
dc.subject | grafické procesory | cs |
dc.title | Geometric Diversity for Crowds on the GPU | en |
dc.type | konferenční příspěvek | cs |
dc.type | conferenceObject | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.subject.translated | rendering | en |
dc.subject.translated | geometric diversity | en |
dc.subject.translated | graphic processing units | en |
dc.type.status | Peer-reviewed | en |
dc.type.driver | info:eu-repo/semantics/conferenceObject | en |
dc.type.driver | info:eu-repo/semantics/publishedVersion | en |
Vyskytuje se v kolekcích: | WSCG '2009: Full Papers Proceedings |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Lister.pdf | Plný text | 483,56 kB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/10896
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