Real-Time Rendering of Densely Populated Urban Environments
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Crowdbrush: interactive authoring of real-time crowd scenes
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Real-time shader rendering for crowds in virtual heritage
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
A case study of a virtual audience in a reconstruction of an ancient Roman odeon in Aphrodisias
VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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Visualization of large-scale virtual crowds is ubiquitous in many applications of computer graphics. For reasons of efficiency in modeling, animating and rendering, it is difficult to populate scenes with a large number of individually animated virtual characters in real-time applications. In this paper, we present an effective and readily usable solution to this problem. It accepts simple script which includes motion state and position information of each individual at each time step. Supported by material database and motion database, various human models are generated from model templates, and then driven by an agile on-line animation approach. A developed point-based rendering approach is presented to accelerate rendering. We test our system with script including 30,000 people evacuating from a sports arena. The results demonstrate that our approach provides a very effective way to visualize large-scale crowds with high visual realism in real-time.