Using Image Morphing for Memory-Efficient Impostor Rendering on GPU

Kamer Ali Yüksel, A. Erçil, Alp Yucebilgin, Selim Balcisoy
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引用次数: 1

Abstract

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.
在GPU上使用图像变形进行内存高效的冒充渲染
由成千上万的虚拟人组成的大型动画人群的实时渲染对于包括模拟,游戏和交互式演练在内的几个应用程序很重要,但不能在交互式帧速率下使用复杂的多边形模型来执行。出于这个原因,已经提出了几种使用大量预先计算的基于图像的表示的方法,这些方法被称为冒充者。这些方法利用现有的可编程图形硬件来补偿计算开销,同时保持视觉保真度。制作不同的虚拟人的数量,这些虚拟人可以实时渲染,不再受所需计算能力的限制,而是受其动画的多样性和离散化所消耗的纹理内存的限制。在这项工作中,我们提出了一种替代方法,通过使用图像变形技术生成引人注目的中间纹理来减少内存消耗。为了展示保留的动画感知质量,其中一半的关键帧使用所提出的方法进行渲染,我们使用图形处理单元实现了该系统,并在交互帧率下获得了令人满意的结果。
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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