IEEE Computer Graphics and Applications
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1. 4
OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 1. 4
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
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
Adaptive crowd behaviour to aid real-time rendering of a cultural heritage environment
VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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
CrowdViewer: from simple script to large-scale virtual crowds
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Clone attack! Perception of crowd variety
ACM SIGGRAPH 2008 papers
Survey on Real-Time Crowds Simulation
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
Eye-catching crowds: saliency based selective variation
ACM SIGGRAPH 2009 papers
Talking bodies: Sensitivity to desynchronization of conversations
ACM Transactions on Applied Perception (TAP)
Variety Is the Spice of (Virtual) Life
MIG '09 Proceedings of the 2nd International Workshop on Motion in Games
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We present a method of fully dynamically rendered virtual humans with variety in color, animation and appearance. This is achieved by using vertex and fragment shaders programmed in the OpenGL shading language (GLSL). We then compare our results with a fixed function pipeline based approach. We also show a color variety creation GUI using HSB color space restriction. An improved version of the LOD pipeline for our virtual characters is presented. With these new techniques, we are able to use a full dynamic animation range in the crowd populating the Aphrodisias odeon (which is part of the ERATO project), i.e., a greater repertoire of animations, smooth transitions and more variety and speed. We show how a multi-view of the rendering data can ensure good batching of rendering primitives and comfortable constant time access.