Real-time shadows for animated crowds in virtual cities
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Simulation level of detail for multiagent control
Proceedings of the first international joint conference on Autonomous agents and multiagent systems: part 1
Hierarchical Model for Real Time Simulation of Virtual Human Crowds
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Real-Time Rendering of Densely Populated Urban Environments
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Crowd simulation for interactive virtual environments and VR training systems
Proceedings of the Eurographic workshop on Computer animation and simulation
Level of Detail for 3D Graphics
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Crowdbrush: interactive authoring of real-time crowd scenes
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Performance OpenGL: platform independent techniques
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Real-time display of virtual humans: levels of details and impostors
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VAST'04 Proceedings of the 5th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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ACM SIGGRAPH 2005 Papers
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2nd ACM international workshop on Wireless multimedia networking and performance modeling
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
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Proceedings of the ACM symposium on Virtual reality software and technology
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SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
CrowdViewer: from simple script to large-scale virtual crowds
Proceedings of the 2007 ACM symposium on Virtual reality software and technology
Polypostors: 2D polygonal impostors for 3D crowds
Proceedings of the 2008 symposium on Interactive 3D graphics and games
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ACM SIGGRAPH 2008 papers
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Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
GPU techniques for creating visually diverse crowds in real-time
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Motion in Games
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Motion in Games
A new system architecture for crowd simulation
Journal of Network and Computer Applications
Crowd patches: populating large-scale virtual environments for real-time applications
Proceedings of the 2009 symposium on Interactive 3D graphics and games
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
Simulating believable crowd and group behaviors
ACM SIGGRAPH ASIA 2010 Courses
Imperceptible relaxation of collision avoidance constraints in virtual crowds
Proceedings of the 2011 SIGGRAPH Asia Conference
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Computers and Graphics
Hardware accelerated skin deformation for animated crowds
MMM'07 Proceedings of the 13th International conference on Multimedia Modeling - Volume Part II
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IVA'06 Proceedings of the 6th international conference on Intelligent Virtual Agents
Interactive simulation of dynamic crowd behaviors using general adaptation syndrome theory
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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MRCS'06 Proceedings of the 2006 international conference on Multimedia Content Representation, Classification and Security
An immersive game – augsburg cityrun
PIT'06 Proceedings of the 2006 international tutorial and research conference on Perception and Interactive Technologies
Efficient rendering of animated characters through optimized per-joint impostors
Computer Animation and Virtual Worlds
A platform for the behavioral animation of crowds
SCSC '09 Proceedings of the 2009 Summer Computer Simulation Conference
Technical Section: Stream-based animation of real-time crowd scenes
Computers and Graphics
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
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
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Proceedings of the 11th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry
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The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise static scenes and enhance believability. We present a novel hybrid rendering system for crowds that solves the classic problem of degraded quality of image-based representations at close distances by building an impostor rendering system on top of a full, geometry-based, human animation system. This enables almost imperceptible switching between the two representations based on a "pixel to texel" ratio, with minimal popping artefacts. Seamless interchanges are further facilitated by exploiting programmable graphics hardware to efficiently enhance the realism and variety of the dynamically-lit impostors, thereby also improving on existing impostor techniques. To test our system, our virtual crowds are embedded in an urban simulation system (as shown in Figure 1). The results demonstrate a system capable of rendering large realistic crowds with the visual realism of a high-resolution geometry rendering system, but at a fraction of the rendering cost.