View interpolation for image synthesis
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Visual navigation of large environments using textured clusters
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Plenoptic modeling: an image-based rendering system
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Modeling and rendering architecture from photographs: a hybrid geometry- and image-based approach
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Hierarchical image caching for accelerated walkthroughs of complex environments
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 1997 symposium on Interactive 3D graphics
Navigating static environments using image-space simplification and morphing
Proceedings of the 1997 symposium on Interactive 3D graphics
Real-time shadows for animated crowds in virtual cities
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Real-Time Rendering of Densely Populated Urban Environments
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
The Delta Tree: An Object-Centered Approach to Image-Based Rendering
The Delta Tree: An Object-Centered Approach to Image-Based Rendering
Intuitive Crowd Behaviour in Dense Urban Environments using Local Laws
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
Real-time Crowd Movement On Large Scale Terrains
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
Partitioning crowded virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Real-time reflection on moving vehicles in urban environments
Proceedings of the ACM symposium on Virtual reality software and technology
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
Scalable pedestrian simulation for virtual cities
Proceedings of the ACM symposium on Virtual reality software and technology
FreeWalk/Q: social interaction platform in virtual space
Proceedings of the ACM symposium on Virtual reality software and technology
Proceedings of the ACM symposium on Virtual reality software and technology
Crowdbrush: interactive authoring of real-time crowd scenes
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Integrating crowd-behavior modeling into military simulation using game technology
Simulation and Gaming
GPU techniques for creating visually diverse crowds in real-time
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Fast Rendering of Large Crowds Using GPU
ICEC '08 Proceedings of the 7th International Conference on Entertainment Computing
Crowd patches: populating large-scale virtual environments for real-time applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Computerized Simulation in the Social Sciences
Simulation and Gaming
YaQ: an architecture for real-time navigation and rendering of varied crowds
IEEE Computer Graphics and Applications - Special issue on non-photorealistic rendering a virtual environment for teaching social skills
Unique character instances for crowds
IEEE Computer Graphics and Applications
Imperceptible relaxation of collision avoidance constraints in virtual crowds
Proceedings of the 2011 SIGGRAPH Asia Conference
Virtual reality as a theme-based game tool for homeland security applications
Proceedings of the 2011 Military Modeling & Simulation Symposium
Hardware accelerated skin deformation for animated crowds
MMM'07 Proceedings of the 13th International conference on Multimedia Modeling - Volume Part II
A multi-resolution technique for real-time animation of large crowds
ISCIS'06 Proceedings of the 21st international conference on Computer and Information Sciences
Efficient rendering of animated characters through optimized per-joint impostors
Computer Animation and Virtual Worlds
DressUp!: outfit synthesis through automatic optimization
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Populating ancient pompeii with crowds of virtual romans
VAST'07 Proceedings of the 8th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Real-time shader rendering for crowds in virtual heritage
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
Enhancing virtual reality walkthroughs of archaeological sites
VAST'03 Proceedings of the 4th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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Populated urban environments are important in many applications such as urban planning and entertainment. However rendering in real time many people in a complex environment is still challenging. In this article, we propose methods for rendering real-time animated crowds in virtual cities. We take advantage of the properties of the urban environment, and the way a viewer and the avatars move within it, to produce fast rendering, based on positional and directional discretization. To allow the display of a large number of different individual people at interactive frame rates, we combined texture compression with multi-pass rendering. The results show that we can visualize in real time a city with thousands of animated people.