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Geopostors: a real-time geometry / impostor crowd rendering system

Published: 03 April 2005 Publication History

Abstract

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.

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Cited By

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  • (2024)Kalabalık Benzetimlerinde Küçük Gruplar için GPU Tabanlı Çarpışmasız Doğrusal Gezinge OluşturulmasıGPU-Based Collision-Free Linear Trajectory Generation for Small Groups in Crowd SimulationsPoliteknik Dergisi10.2339/politeknik.140900627:1(407-417)Online publication date: 29-Feb-2024
  • (2024)A Survey on Realistic Virtual Human Animations: Definitions, Features and EvaluationsComputer Graphics Forum10.1111/cgf.1506443:2Online publication date: 30-Apr-2024
  • (2022)Authoring Virtual Crowds: A SurveyComputer Graphics Forum10.1111/cgf.1450641:2(677-701)Online publication date: 24-May-2022
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cover image ACM Conferences
I3D '05: Proceedings of the 2005 symposium on Interactive 3D graphics and games
April 2005
231 pages
ISBN:1595930132
DOI:10.1145/1053427
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 April 2005

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Author Tags

  1. human modeling and animation
  2. image-based rendering
  3. simplification/level of detail

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I3D05
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I3D05: Symposium on Interactive 3D Graphics and Games 2005
April 3 - 6, 2005
District of Columbia, Washington

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Overall Acceptance Rate 148 of 485 submissions, 31%

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Cited By

View all
  • (2024)Kalabalık Benzetimlerinde Küçük Gruplar için GPU Tabanlı Çarpışmasız Doğrusal Gezinge OluşturulmasıGPU-Based Collision-Free Linear Trajectory Generation for Small Groups in Crowd SimulationsPoliteknik Dergisi10.2339/politeknik.140900627:1(407-417)Online publication date: 29-Feb-2024
  • (2024)A Survey on Realistic Virtual Human Animations: Definitions, Features and EvaluationsComputer Graphics Forum10.1111/cgf.1506443:2Online publication date: 30-Apr-2024
  • (2022)Authoring Virtual Crowds: A SurveyComputer Graphics Forum10.1111/cgf.1450641:2(677-701)Online publication date: 24-May-2022
  • (2019)Real-Time Large Crowd Rendering with Efficient Character and Instance Management on GPUInternational Journal of Computer Games Technology10.1155/2019/17923042019Online publication date: 1-Jan-2019
  • (2018)A Crowd Simulation in Large Space Urban2018 International Conference on Information Technology (InCIT)10.23919/INCIT.2018.8584878(1-8)Online publication date: Oct-2018
  • (2018)Perceptual evaluation of maneuvering motion illusion for virtual pedestriansThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-018-1557-z34:6-8(1119-1128)Online publication date: 1-Jun-2018
  • (2017)Generating various composite human faces from real 3D facial imagesThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-016-1277-133:4(443-458)Online publication date: 1-Apr-2017
  • (2015)A Survey of Real‐Time Crowd RenderingComputer Graphics Forum10.1111/cgf.1277435:8(32-50)Online publication date: 15-Oct-2015
  • (2015)Generation of Variable Human Faces from 3D Scan Dataset2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games)10.1109/VS-GAMES.2015.7295777(1-8)Online publication date: Sep-2015
  • (2015)Real-time collision-free linear trajectory generation on GPU for crowd simulationsThe Visual Computer: International Journal of Computer Graphics10.1007/s00371-015-1105-z31:6-8(843-852)Online publication date: 1-Jun-2015
  • Show More Cited By

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