Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
GoLD: interactive display of huge colored and textured models
ACM SIGGRAPH 2005 Papers
Optimized motion simplification for crowd animation: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
CGI '05 Proceedings of the Computer Graphics International 2005
Progressive buffers: view-dependent geometry and texture LOD rendering
SGP '05 Proceedings of the third Eurographics symposium on Geometry processing
Progressive skinning for character animation
Computer Animation and Virtual Worlds - CASA 2007
Sliding-Tris: A Sliding Window Level-of-Detail Scheme
ICCS '08 Proceedings of the 8th international conference on Computational Science, Part II
ACM Transactions on Graphics (TOG)
Parallel View-Dependent Level-of-Detail Control
IEEE Transactions on Visualization and Computer Graphics
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Current simulation applications are mainly focused on the efficient management of scenarios with static objects. However, managing dynamic objects, such as animated characters, is very different and requires more specific processing methods which tend to have a high computational cost. Recent advances in graphics hardware offer more ways to improve the performance of these scenes. In this paper, we introduce a new method for rendering large crowds of animated characters at interactive frame rates. Our method is a fully-GPU hybrid combination of mesh instancing, continuous level of detail and hardware palette skinning. Thus, we take advantage of mesh instancing to render multiple instances of a given mesh belonging to a continuous level of detail model, avoiding the typical popping artifacts existing on previous approaches. We finally obtained a low storage cost, performance improvements when applying level of detail and mesh instancing techniques and, moreover, a minimization of the overhead produced by animating.