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Impostors and pseudo-instancing for GPU crowd rendering
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Computer graphics and interactive techniques in Australasia and South East Asia archive
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia table of contents
Kuala Lumpur, Malaysia
SESSION: Efficient animation table of contents
Pages: 49 - 55  
Year of Publication: 2006
ISBN:1-59593-564-9
Authors
Erik Millan  ITESM CEM
Isaac Rudomin  ITESM CEM
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

Animated crowds are effective to increase realism in virtual reality applications. However, rendering crowds requires large computational power. In this paper, we present a technique suitable to render large crowds of characters that takes advantage of existing programmable graphics hardware. Impostors are used for low-detail representation, while pseudo-instancing is used for higher detail. A LOD map is used to select between both representations, based on a customizable threshold.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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ARB. 2003. ARB_point_sprite extension. Tech. rep., OpenGL Architecture Review Board.
 
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De Heras Ciechomski, P., Schertenleib, S., Mam, J., Maupu, D., and Thalmann, D. 2005. Real-time shader rendering for crowds in virtual heritage. In The 6th International Symposium on Virtual Reality, Archaeology and Cultural Heritage, Eurographics Association, Pisa, Italy, 91--98.
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Grossman, J. P., and Dally, W. J. 1998. Point sample rendering. In Rendering Techniques '98, Springer, 181--192.
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Millán, E., and Rudomín, I. 2006. A comparison between impostors and point-based models for interactive rendering of animated models. In Proceedings of the International Conference on Computer Animation and Social Agents (CASA) 2006, University Press.
 
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Reynolds, C. 2006. Crowd simulation on PS3. In Game Developers Conference 2006.
 
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Rudomín, I., Millán, E., and Hernández, B. 2005. Fragment shaders for agent animation using finite state machines. Simulation Modelling Practice and Theory 13, 8 (November), 741--751.
 
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Scott, P. 2004. Shader model 3.0, best practices. Tech. rep., NVIDIA Corporation. available online at http://developer.nvidia.com/object/SM3 _0_best_practices.html.
 
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Wand, M., and Strasser, W. 2002. Multi-resolution rendering of complex animated scenes. Computer Graphics Forum 21, 3. Eurographics 2002.
 
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Zelsnack, J. 2004. GLSL pseudo-instancing. Tech. rep., NVIDIA Corporation. available online at http://download.nvidia.com/developer/SDK/Individual_Samples/samples.html.


Collaborative Colleagues:
Erik Millan: colleagues
Isaac Rudomin: colleagues