19,819 research outputs found

    A survey of real-time crowd rendering

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    In this survey we review, classify and compare existing approaches for real-time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level-of-detail (LoD) rendering of animated characters, including polygon-based, point-based, and image-based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo-instancing, palette skinning, and dynamic key-pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.Peer ReviewedPostprint (author's final draft

    The persistent cosmic web and its filamentary structure I: Theory and implementation

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    We present DisPerSE, a novel approach to the coherent multi-scale identification of all types of astrophysical structures, and in particular the filaments, in the large scale distribution of matter in the Universe. This method and corresponding piece of software allows a genuinely scale free and parameter free identification of the voids, walls, filaments, clusters and their configuration within the cosmic web, directly from the discrete distribution of particles in N-body simulations or galaxies in sparse observational catalogues. To achieve that goal, the method works directly over the Delaunay tessellation of the discrete sample and uses the DTFE density computed at each tracer particle; no further sampling, smoothing or processing of the density field is required. The idea is based on recent advances in distinct sub-domains of computational topology, which allows a rigorous application of topological principles to astrophysical data sets, taking into account uncertainties and Poisson noise. Practically, the user can define a given persistence level in terms of robustness with respect to noise (defined as a "number of sigmas") and the algorithm returns the structures with the corresponding significance as sets of critical points, lines, surfaces and volumes corresponding to the clusters, filaments, walls and voids; filaments, connected at cluster nodes, crawling along the edges of walls bounding the voids. The method is also interesting as it allows for a robust quantification of the topological properties of a discrete distribution in terms of Betti numbers or Euler characteristics, without having to resort to smoothing or having to define a particular scale. In this paper, we introduce the necessary mathematical background and describe the method and implementation, while we address the application to 3D simulated and observed data sets to the companion paper.Comment: A higher resolution version is available at http://www.iap.fr/users/sousbie together with complementary material. Submitted to MNRA
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