Geopostors: a real-time geometry/impostor crowd rendering system

S. Dobbyn, J. Hamill, K. O'Conor, C. O'Sullivan
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引用次数: 31

Abstract

The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise static scenes and enhance believability. Although many new games are released each year, it is very unusual to find large-scale crowds populating the environments depicted. Such applications need to deal with having limited resources available at each frame. With many hundreds or thousands of potential virtual humans in a crowd, traditional techniques rapidly become overwhelmed and are not able to sustain an interactive frame-rate. Therefore, simpler approaches to the rendering, animation and behaviour control of the crowds are needed. Additionally, these new approaches must provide for variety, as environments inhabited by carbon-copy clones can be disconcerting and unrealistic.
Geopostors:一个实时几何体/冒充者群体渲染系统
大量人群的模拟在计算机图形学的许多领域都很重要,包括游戏等实时应用,因为它们可以为静态场景注入活力并增强可信度。尽管每年都有许多新游戏问世,但我们却很难在游戏环境中看到大规模的人群。这样的应用程序需要处理每帧可用资源有限的问题。由于人群中有数百或数千个潜在的虚拟人,传统技术很快就会变得不堪重负,无法维持交互帧率。因此,需要更简单的方法来渲染,动画和人群的行为控制。此外,这些新方法必须提供多样性,因为碳复制克隆所居住的环境可能令人不安和不现实。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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