2,589 research outputs found
A survey of real-time crowd rendering
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
From Analog to Virtual: Visual Stylizations of Humanoid Characters Across Media
Visual stylization and its impact on different aspects of the perception of digital human beings are commonly debated. This study investigated how fictional and non-fictional characters are represented in various media from the perspective of digital humanoid character design. Based on Zangwill's theory of Moderate Aesthetic Formalism, this study focused on the formalistic aspect of visual analysis and interpretation of media artifacts ranging from older media such as paintings to newer media, such as animations, interactive video games and mobile apps. This paper also explores several case studies of how humanoid digital characters are represented via visual stylizations across different media. This article underlines the importance of visual stylization as an opportunity to find unique and innovative ways of communicating with visual means
Improving image-based rendering fo r crowds and perceptual evaluation
We propose some improvements for two imaged-based impostor techniques. We have also developed a module of software integrated in a prototyping framework for crowd simulation. Finally, in order to analyze the visual quality of these techniques we have carried out a perceptual experiment
Scalable Real-Time Rendering for Extremely Complex 3D Environments Using Multiple GPUs
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
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
JUST NOTICEABLE DIFFERENCE SURVEY OF COMPUTER GENERATED IMAGERY USING NORMAL MAPS
Normal maps are widely used as a resource-efficient means of simulating detailed topology on 3D surfaces in the gaming, simulation, and film industries. However, as surface mesh density increases, it is unknown at what level of density these increases become no longer perceivable, and whether normal maps significantly affect this threshold. This study examined at what point participants were unable to discern differences between one level of mesh density and another using an adapted staircase model. Participants identified this threshold for five different organic character models. The averages of each of these thresholds were taken and compared against the results of a control group, which observed the same models without normal maps. The study found that the average threshold for discerning differences in level of detail occurred in the 3,000 to 14,000 polygon range for normal mapped models, and the 240,000 to 950,000 range for the control group. This analysis suggested that normal maps have a significant impact on the viewer\u27s ability to discern differences in detail, and that developing graphics beyond the range of 3,000 to 14,000 polygons is unnecessary for organic character models when normal maps are used
Selecting texture resolution using a task-specific visibility metric
In real-time rendering, the appearance of scenes is greatly affected by the quality and resolution of the textures used for image
synthesis. At the same time, the size of textures determines the performance and the memory requirements of rendering. As a
result, finding the optimal texture resolution is critical, but also a non-trivial task since the visibility of texture imperfections
depends on underlying geometry, illumination, interactions between several texture maps, and viewing positions. Ideally, we
would like to automate the task with a visibility metric, which could predict the optimal texture resolution. To maximize the
performance of such a metric, it should be trained on a given task. This, however, requires sufficient user data which is often
difficult to obtain. To address this problem, we develop a procedure for training an image visibility metric for a specific task
while reducing the effort required to collect new data. The procedure involves generating a large dataset using an existing
visibility metric followed by refining that dataset with the help of an efficient perceptual experiment. Then, such a refined
dataset is used to retune the metric. This way, we augment sparse perceptual data to a large number of per-pixel annotated
visibility maps which serve as the training data for application-specific visibility metrics. While our approach is general and
can be potentially applied for different image distortions, we demonstrate an application in a game-engine where we optimize
the resolution of various textures, such as albedo and normal maps
Populating 3D Cities: a True Challenge
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes andimpostors. Techniques to introduce variety in crowds including colors, shapes, textures, individualanimation, individualized path-planning, simple and complex accessories are explained. We also present ahybrid architecture to handle the path planning of thousands of pedestrians in real time, while ensuringdynamic collision avoidance. Several behavioral aspects are presented as gaze control, group behaviour, aswell as the specific technique of crowd patches
Populating 3D Cities: A True Challenge
In this paper, we describe how we can model crowds in real-time using dynamic meshes, static meshes andimpostors. Techniques to introduce variety in crowds including colors, shapes, textures, individualanimation, individualized path-planning, simple and complex accessories are explained. We also present ahybrid architecture to handle the path planning of thousands of pedestrians in real time, while ensuringdynamic collision avoidance. Several behavioral aspects are presented as gaze control, group behaviour, aswell as the specific technique of crowd patches
- …