Flocks, herds and schools: A distributed behavioral model
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Geopostors: a real-time geometry/impostor crowd rendering system
ACM SIGGRAPH 2005 Papers
Real-time display of virtual humans: levels of details and impostors
IEEE Transactions on Circuits and Systems for Video Technology
A real-time system for crowd rendering: parallel LOD and texture-preserving approach on GPU
MIG'11 Proceedings of the 4th international conference on Motion in Games
A distributed visualization system for crowd simulations
Integrated Computer-Aided Engineering
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This paper proposes a fast rendering algorithm for real-time animation of large crowds, which is essential for video games with a large number of non-player characters. The proposed approach leaves the minimal work of rendering to CPU, and makes GPU take all the major work, including LOD assignment and view frustum culling, which have been the typical tasks of CPU. By offloading the rendering overhead from CPU, the approach enables the CPU to perform intensive computations for crowd simulation. The experiments show that tens of thousands of characters can be skin-animated in real time.