257 research outputs found

    A survey of real-time crowd rendering

    Get PDF
    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

    Integrating Occlusion Culling and Hardware Instancing for Efficient Real-Time Rendering of Building Information Models

    Get PDF
    This paper presents an efficient approach for integrating occlusion culling and hardware instancing. The work is primarily targeted at Building Information Models (BIM), which typically share characteristics addressed by these two acceleration techniques separately – high level of occlusion and frequent reuse of building components. Together, these two acceleration techniques complement each other and allows large and complex BIMs to be rendered in real-time. Specifically, the proposed method takes advantage of temporal coherence and uses a lightweight data transfer strategy to provide an efficient hardware instancing implementation. Compared to only using occlusion culling, additional speedups of 1.25x-1.7x is achieved for rendering large BIMs received from real-world projects. These speedups are measured in viewpoints that represents the worst case scenarios in terms of rendering performance when only occlusion culling is utilized

    Scalable Real-Time Rendering for Extremely Complex 3D Environments Using Multiple GPUs

    Get PDF
    In 3D visualization, real-time rendering of high-quality meshes in complex 3D environments is still one of the major challenges in computer graphics. New data acquisition techniques like 3D modeling and scanning have drastically increased the requirement for more complex models and the demand for higher display resolutions in recent years. Most of the existing acceleration techniques using a single GPU for rendering suffer from the limited GPU memory budget, the time-consuming sequential executions, and the finite display resolution. Recently, people have started building commodity workstations with multiple GPUs and multiple displays. As a result, more GPU memory is available across a distributed cluster of GPUs, more computational power is provided throughout the combination of multiple GPUs, and a higher display resolution can be achieved by connecting each GPU to a display monitor (resulting in a tiled large display configuration). However, using a multi-GPU workstation may not always give the desired rendering performance due to the imbalanced rendering workloads among GPUs and overheads caused by inter-GPU communication. In this dissertation, I contribute a multi-GPU multi-display parallel rendering approach for complex 3D environments. The approach has the capability to support a high-performance and high-quality rendering of static and dynamic 3D environments. A novel parallel load balancing algorithm is developed based on a screen partitioning strategy to dynamically balance the number of vertices and triangles rendered by each GPU. The overhead of inter-GPU communication is minimized by transferring only a small amount of image pixels rather than chunks of 3D primitives with a novel frame exchanging algorithm. The state-of-the-art parallel mesh simplification and GPU out-of-core techniques are integrated into the multi-GPU multi-display system to accelerate the rendering process

    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

    Example Based Caricature Synthesis

    Get PDF
    The likeness of a caricature to the original face image is an essential and often overlooked part of caricature production. In this paper we present an example based caricature synthesis technique, consisting of shape exaggeration, relationship exaggeration, and optimization for likeness. Rather than relying on a large training set of caricature face pairs, our shape exaggeration step is based on only one or a small number of examples of facial features. The relationship exaggeration step introduces two definitions which facilitate global facial feature synthesis. The first is the T-Shape rule, which describes the relative relationship between the facial elements in an intuitive manner. The second is the so called proportions, which characterizes the facial features in a proportion form. Finally we introduce a similarity metric as the likeness metric based on the Modified Hausdorff Distance (MHD) which allows us to optimize the configuration of facial elements, maximizing likeness while satisfying a number of constraints. The effectiveness of our algorithm is demonstrated with experimental results

    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

    CASA 2009:International Conference on Computer Animation and Social Agents

    Get PDF

    Transmission adaptative de modèles 3D massifs

    Get PDF
    Avec les progrès de l'édition de modèles 3D et des techniques de reconstruction 3D, de plus en plus de modèles 3D sont disponibles et leur qualité augmente. De plus, le support de la visualisation 3D sur le web s'est standardisé ces dernières années. Un défi majeur est donc de transmettre des modèles massifs à distance et de permettre aux utilisateurs de visualiser et de naviguer dans ces environnements virtuels. Cette thèse porte sur la transmission et l'interaction de contenus 3D et propose trois contributions majeures. Tout d'abord, nous développons une interface de navigation dans une scène 3D avec des signets -- de petits objets virtuels ajoutés à la scène sur lesquels l'utilisateur peut cliquer pour atteindre facilement un emplacement recommandé. Nous décrivons une étude d'utilisateurs où les participants naviguent dans des scènes 3D avec ou sans signets. Nous montrons que les utilisateurs naviguent (et accomplissent une tâche donnée) plus rapidement en utilisant des signets. Cependant, cette navigation plus rapide a un inconvénient sur les performances de la transmission : un utilisateur qui se déplace plus rapidement dans une scène a besoin de capacités de transmission plus élevées afin de bénéficier de la même qualité de service. Cet inconvénient peut être atténué par le fait que les positions des signets sont connues à l'avance : en ordonnant les faces du modèle 3D en fonction de leur visibilité depuis un signet, on optimise la transmission et donc, on diminue la latence lorsque les utilisateurs cliquent sur les signets. Deuxièmement, nous proposons une adaptation du standard de transmission DASH (Dynamic Adaptive Streaming over HTTP), très utilisé en vidéo, à la transmission de maillages texturés 3D. Pour ce faire, nous divisons la scène en un arbre k-d où chaque cellule correspond à un adaptation set DASH. Chaque cellule est en outre divisée en segments DASH d'un nombre fixe de faces, regroupant des faces de surfaces comparables. Chaque texture est indexée dans son propre adaptation set à différentes résolutions. Toutes les métadonnées (les cellules de l'arbre k-d, les résolutions des textures, etc.) sont référencées dans un fichier XML utilisé par DASH pour indexer le contenu: le MPD (Media Presentation Description). Ainsi, notre framework hérite de la scalabilité offerte par DASH. Nous proposons ensuite des algorithmes capables d'évaluer l'utilité de chaque segment de données en fonction du point de vue du client, et des politiques de transmission qui décident des segments à télécharger. Enfin, nous étudions la mise en place de la transmission et de la navigation 3D sur les appareils mobiles. Nous intégrons des signets dans notre version 3D de DASH et proposons une version améliorée de notre client DASH qui bénéficie des signets. Une étude sur les utilisateurs montre qu'avec notre politique de chargement adaptée aux signets, les signets sont plus susceptibles d'être cliqués, ce qui améliore à la fois la qualité de service et la qualité d'expérience des utilisateur

    Perceptually Driven Simulation

    Get PDF
    This dissertation describes, implements and analyzes a comprehensive system for perceptually-driven virtual reality simulation, based on algorithms which dynamically adjust level of detail (LOD) for entity simulation in order to maximize simulation realism as perceived by the viewer. First we review related work in simulation LOD, and describe the weaknesses of the analogy that has traditionally been drawn between simulation LOD and graphical LOD. We describe the process of perceptual criticality modeling for quantitatively estimating the relative importance of different entities in maintaining perceived realism and predicting the consequences of LOD transitions on perceived realism. We present heuristic cognitive models of human perception, memory, and attention to perform this modeling. We then propose the LOD Trader , a framework for perceptually driven LOD selection and an online approximation algorithm for efficiently identifying useful LOD transitions. We then describe alibi generation , a method of retroactively elaborating a human agent\u27s behavior to maintain its realism under prolonged scrutiny from the viewer, and discuss its integration into a heterogeneous perceptually driven simulation. We then present the Marketplace simulation system and describe how perceptually driven simulation techniques were used to maximize perceived realism, and evaluate their success in doing so. Finally, we summarize the dissertation work performed and its expected contributions to real-time modeling and simulation environments
    • …
    corecore