A Survey of Real‐Time Crowd Rendering. (15th October 2015)
- Record Type:
- Journal Article
- Title:
- A Survey of Real‐Time Crowd Rendering. (15th October 2015)
- Main Title:
- A Survey of Real‐Time Crowd Rendering
- Authors:
- Beacco, A.
Pelechano, N.
Andújar, C. - Abstract:
- Abstract : 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. Abstract: 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, andAbstract : 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. Abstract: 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. … (more)
- Is Part Of:
- Computer graphics forum. Volume 35:Number 8(2016)
- Journal:
- Computer graphics forum
- Issue:
- Volume 35:Number 8(2016)
- Issue Display:
- Volume 35, Issue 8 (2016)
- Year:
- 2016
- Volume:
- 35
- Issue:
- 8
- Issue Sort Value:
- 2016-0035-0008-0000
- Page Start:
- 32
- Page End:
- 50
- Publication Date:
- 2015-10-15
- Subjects:
- image‐based rendering -- level of detail algorithms -- real‐time rendering -- I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Colour -- shading -- shadowing -- and texture
Computer graphics -- Periodicals
006.605 - Journal URLs:
- http://onlinelibrary.wiley.com/doi/10.1111/j.1467-8659.1982.tb00001.x/abstract ↗
http://onlinelibrary.wiley.com/ ↗
http://www.blackwell-synergy.com/servlet/useragent?func=showIssues&code=cgf ↗ - DOI:
- 10.1111/cgf.12774 ↗
- Languages:
- English
- ISSNs:
- 0167-7055
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3393.982000
British Library DSC - BLDSS-3PM
British Library STI - ELD Digital store - Ingest File:
- 529.xml