Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
Linear network optimization: algorithms and codes
Linear network optimization: algorithms and codes
A physically based approach to 2–D shape blending
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Algorithms for Graphics and Imag
Algorithms for Graphics and Imag
Textured depth meshes for real-time rendering of arbitrary scenes
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Real-Time Rendering of Densely Populated Urban Environments
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Cardboard People: A Parameterized Model of Articulated Image Motion
FG '96 Proceedings of the 2nd International Conference on Automatic Face and Gesture Recognition (FG '96)
Geometry videos: a new representation for 3D animations
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Billboard clouds for extreme model simplification
ACM SIGGRAPH 2003 Papers
Representation and detection of shapes in images
Representation and detection of shapes in images
Perceptually Based Approach for Planar Shape Morphing
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Crowdbrush: interactive authoring of real-time crowd scenes
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Pose-independent simplification of articulated meshes
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
As-rigid-as-possible shape manipulation
ACM SIGGRAPH 2005 Papers
Digital Image Processing (3rd Edition)
Digital Image Processing (3rd Edition)
Populating virtual environments with crowds
Proceedings of the 2006 ACM international conference on Virtual reality continuum and its applications
Impostors and pseudo-instancing for GPU crowd rendering
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Real-time display of virtual humans: levels of details and impostors
IEEE Transactions on Circuits and Systems for Video Technology
Rigid shape interpolation using normal equations
NPAR '08 Proceedings of the 6th international symposium on Non-photorealistic animation and rendering
The virtual marathon: parallel computing supports crowd simulations
IEEE Computer Graphics and Applications - Special issue on non-photorealistic rendering a virtual environment for teaching social skills
YaQ: an architecture for real-time navigation and rendering of varied crowds
IEEE Computer Graphics and Applications - Special issue on non-photorealistic rendering a virtual environment for teaching social skills
Unique character instances for crowds
IEEE Computer Graphics and Applications
Slices: a shape-proxy based on planar sections
Proceedings of the 2011 SIGGRAPH Asia Conference
Technical Section: Realistic modeling of spectator behavior for soccer videogames with CUDA
Computers and Graphics
Efficient rendering of animated characters through optimized per-joint impostors
Computer Animation and Virtual Worlds
CrowdVis: a framework for real time crowd visualization
Proceedings of the 28th Annual ACM Symposium on Applied Computing
Technical Section: Planar shape interpolation using relative velocity fields
Computers and Graphics
Surface perception of planar abstractions
ACM Transactions on Applied Perception (TAP) - Special issue SAP 2013
Proceedings of Motion on Games
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Various methods have been proposed to animate and render large crowds of humans in real time for applications such as games and interactive walkthroughs. Recent methods have been developed to render large numbers of pre-computed image-based human representations (Impostors) by exploiting commodity graphics hardware, thus achieving very high frame-rates while maintaining visual fidelity. Unfortunately, these images consume a lot of texture memory, no in-betweening is possible, and the variety of animations that can be shown is severely restricted. This paper proposes an alternative method that significantly improves upon pre-computed impostors: automatically generated 2D polygonal characters (or Polypostors). When compared with image-based crowd rendering systems, Polypostors exhibit a similarly high level of rendering efficiency and visual fidelity, with considerably lower memory requirements (up to a factor of 30 in our test cases). Furthermore, Polypostors enable simple in-betweening and can thus deliver a greater variety of animations at any required level of smoothness with almost no overhead.