SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Appearance-preserving simplification
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
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
Real-time mesh simplification using the GPU
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Fast Rendering of Large Crowds Using GPU
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
Parallel view-dependent refinement of progressive meshes
Proceedings of the 2009 symposium on Interactive 3D graphics and games
ACM Transactions on Graphics (TOG)
Frame sequential interpolation for discrete level-of-detail rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Integrating occlusion culling with parallel LOD for rendering complex 3D environments on GPU
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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In modern games, rendering a massive scene with a large number of animated character is imminent and a very challenging task. In this paper, we present a real-time crowd rendering system on GPUs with a special focus on how to preserve texture appearance in progressive LOD-based mesh simplification algorithms. Our results show that the proposed parallel LOD approach can get up to 5.33 times of speedup compared with the standard pseudo-instancing approach.