Geometric Diversity for Crowds on the GPU

Lister, W., Laycock, R. G. and Day, A. M. (2009) Geometric Diversity for Crowds on the GPU. In: 17-th International Conference on Computer Graphics, Visualization and Computer Vision (WSCG 2009), 2009-02-02 - 2009-02-05.

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Abstract

Pure geometric techniques have emerged as viable real-time alternatives to those traditionally used for rendering crowds. However, although capable of drawing many thousands of individually animated characters, the potential for injecting intra-crowd diversity within this framework remains to be fully explored. For urban crowds, a prominent source of diversity is that of clothing and this work presents a technique to render a crowd of clothed, virtual humans whilst minimising redundant vertex processing, overdraw and memory consumption. By adopting a piecewise representation, given an assigned outfit and pre-computed visibility metadata, characters can be constructed dynamically from a set of sub-meshes and rendered using skinned instancing. Using this technique, a geometric crowd of 1,000 independently clothed, animated and textured characters can be rendered at 40 fps.

Item Type: Conference or Workshop Item (Paper)
Faculty \ School: Faculty of Science > School of Computing Sciences
Depositing User: Vishal Gautam
Date Deposited: 07 Mar 2011 09:33
Last Modified: 22 Apr 2020 09:00
URI: https://ueaeprints.uea.ac.uk/id/eprint/23927
DOI:

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