179 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

    Using image morphing for memory-efficient impostor rendering on GPU

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    Real-time rendering of large animated crowds consisting thousands of virtual humans is important for several applications including simulations, games and interactive walkthroughs; but cannot be performed using complex polygonal models at interactive frame rates. For that reason, several methods using large numbers of pre-computed image-based representations, which are called as impostors, have been proposed. These methods take the advantage of existing programmable graphics hardware to compensate the computational expense while maintaining the visual fidelity. Making the number of different virtual humans, which can be rendered in real-time, not restricted anymore by the required computational power but by the texture memory consumed for the variety and discretization of their animations. In this work, we proposed an alternative method that reduces the memory consumption by generating compelling intermediate textures using image-morphing techniques. In order to demonstrate the preserved perceptual quality of animations, where half of the key-frames were rendered using the proposed methodology, we have implemented the system using the graphical processing unit and obtained promising results at interactive frame rates

    Output-Sensitive Rendering of Detailed Animated Characters for Crowd Simulation

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    High-quality, detailed animated characters are often represented as textured polygonal meshes. The problem with this technique is the high cost that involves rendering and animating each one of these characters. This problem has become a major limiting factor in crowd simulation. Since we want to render a huge number of characters in real-time, the purpose of this thesis is therefore to study the current existing approaches in crowd rendering to derive a novel approach. The main limitations we have found when using impostors are (1) the big amount of memory needed to store them, which also has to be sent to the graphics card, (2) the lack of visual quality in close-up views, and (3) some visibility problems. As we wanted to overcome these limitations, and improve performance results, the found conclusions lead us to present a new representation for 3D animated characters using relief mapping, thus supporting an output-sensitive rendering. The basic idea of our approach is to encode each character through a small collection of textured boxes storing color and depth values. At runtime, each box is animated according to the rigid transformation of its associated bone in the animated skeleton. A fragment shader is used to recover the original geometry using an adapted version of relief mapping. Unlike competing output-sensitive approaches, our compact representation is able to recover high-frequency surface details and reproduces view-motion parallax e ects. Furthermore, the proposed approach ensures correct visibility among di erent animated parts, and it does not require us to prede ne the animation sequences nor to select a subset of discrete views. Finally, a user study demonstrates that our approach allows for a large number of simulated agents with negligible visual artifacts

    Output-Sensitive Rendering of Detailed Animated Characters for Crowd Simulation

    Get PDF
    High-quality, detailed animated characters are often represented as textured polygonal meshes. The problem with this technique is the high cost that involves rendering and animating each one of these characters. This problem has become a major limiting factor in crowd simulation. Since we want to render a huge number of characters in real-time, the purpose of this thesis is therefore to study the current existing approaches in crowd rendering to derive a novel approach. The main limitations we have found when using impostors are (1) the big amount of memory needed to store them, which also has to be sent to the graphics card, (2) the lack of visual quality in close-up views, and (3) some visibility problems. As we wanted to overcome these limitations, and improve performance results, the found conclusions lead us to present a new representation for 3D animated characters using relief mapping, thus supporting an output-sensitive rendering. The basic idea of our approach is to encode each character through a small collection of textured boxes storing color and depth values. At runtime, each box is animated according to the rigid transformation of its associated bone in the animated skeleton. A fragment shader is used to recover the original geometry using an adapted version of relief mapping. Unlike competing output-sensitive approaches, our compact representation is able to recover high-frequency surface details and reproduces view-motion parallax e ects. Furthermore, the proposed approach ensures correct visibility among di erent animated parts, and it does not require us to prede ne the animation sequences nor to select a subset of discrete views. Finally, a user study demonstrates that our approach allows for a large number of simulated agents with negligible visual artifacts

    Ray tracing techniques for computer games and isosurface visualization

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    Ray tracing is a powerful image synthesis technique, that has been used for high-quality offline rendering since decades. In recent years, this technique has become more important for realtime applications, but still plays only a minor role in many areas. Some of the reasons are that ray tracing is compute intensive and has to rely on preprocessed data structures to achieve fast performance. This dissertation investigates methods to broaden the applicability of ray tracing and is divided into two parts. The first part explores the opportunities offered by ray tracing based game technology in the context of current and expected future performance levels. In this regard, novel methods are developed to efficiently support certain kinds of dynamic scenes, while avoiding the burden to fully recompute the required data structures. Furthermore, todays ray tracing performance levels are below what is needed for 3D games. Therefore, the multi-core CPU of the Playstation 3 is investigated, and an optimized ray tracing architecture presented to take steps towards the required performance. In part two, the focus shifts to isosurface raytracing. Isosurfaces are particularly important to understand the distribution of certain values in volumetric data. Since the structure of volumetric data sets is diverse, op- timized algorithms and data structures are developed for rectilinear as well as unstructured data sets which allow for realtime rendering of isosurfaces including advanced shading and visualization effects. This also includes tech- niques for out-of-core and time-varying data sets.Ray-tracing ist ein flexibles Bildgebungsverfahren, das schon seit Jahrzehnten für hoch qualitative, aber langsame Bilderzeugung genutzt wird. In den letzten Jahren wurde Ray-tracing auch für Echtzeitanwendungen immer interessanter, spielt aber in vielen Anwendungsbereichen noch immer eine untergeordnete Rolle. Einige der Gründe sind die Rechenintensität von Ray-tracing sowie die Abhängigkeit von vorberechneten Datenstrukturen um hohe Geschwindigkeiten zu erreichen. Diese Dissertation untersucht Methoden um die Anwendbarkeit von Ray-tracing in zwei verschiedenen Bereichen zu erhöhen. Im ersten Teil dieser Dissertation werden die Möglichkeiten, die Ray- tracing basierte Spieletechnologie bietet, im Kontext mit aktueller sowie zukünftig erwarteten Geschwindigkeiten untersucht. Darüber hinaus werden in diesem Zusammenhang Methoden entwickelt um bestimmte zeitveränderliche Szenen darstellen zu können ohne die dafür benötigen Datenstrukturen von Grund auf neu erstellen zu müssen. Da die Geschwindigkeit von Ray-tracing für Spiele bisher nicht ausreichend ist, wird die Mehrkern- CPU der Playstation 3 untersucht, und ein optimiertes Ray-tracing System beschrieben, das Ray-tracing näher an die benötigte Geschwindigkeit heranbringt. Der zweite Teil beschäftigt sich mit der Darstellung von Isoflächen mittels Ray-tracing. Isoflächen sind insbesonders wichtig um die Verteilung einzelner Werte in volumetrischen Datensätzen zu verstehen. Da diese Datensätze verschieden strukturiert sein können, werden für gitterförmige und unstrukturierte Datensätze optimierte Algorithmen und Datenstrukturen entwickelt, die die Echtzeitdarstellung von Isoflächen erlauben. Dies beinhaltet auch Erweiterungen für extrem große und zeitveränderliche Datensätze
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