Geometric Diversity for Crowds on the GPU

Date issued

2009

Journal Title

Journal ISSN

Volume Title

Publisher

Václav Skala - UNION Agency

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.

Description

Subject(s)

vykreslování, geometrická diverzita, grafické procesory

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.
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