Simulation levels of detail for real-time animation
Proceedings of the conference on Graphics interface '97
Simulation level of detail for multiagent control
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
Dynamic Scene Occlusion Culling
IEEE Transactions on Visualization and Computer Graphics
Adding Support for High-Level Skeletal Animation
IEEE Transactions on Visualization and Computer Graphics
OpenGL(R) Shading Language
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
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A survey of visibility for walkthrough applications
IEEE Transactions on Visualization and Computer Graphics
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
Continuous level of detail for large scale rendering of 3d animated polygonal models
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
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Despite the ever-increasing power of graphics workstations, rendering and animating virtual actors remains a very expensive task. Current scenegraphs are clearly oriented toward the management of static scenarios instead of toward scenes with multiple dynamic elements guided by complex behaviors, as in the case of virtual actors, human or not. Applications that deal with the management of multiple actors require the development of specific methods that reduce not only the number of polygons sent to graphics hardware but also the calculations involved in the management of multiple reference systems and the behavior of actors. In this paper we propose a culling method based on the use of different types of bounding spheres, which minimizes the number of calculations related to the behavior of actors and allows better use of the capacities of present-day graphics hardware. With the same aim in mind, we also propose a method for managing levels of detail which acts not only on a geometric level but also on skeletal and behavioral levels. These ideas can be implemented on top of traditional scenegraphs, resulting in significant improvements in computational costs. This improvement is analyzed, as well as the results obtained when managing scenes with thousands of virtual actors.