Geometric Diversity for Crowds on the GPU

W. Lister, R. G. Laycock, A. M. Day

Research output: Contribution to conferencePaper

Abstract

Pure geometric techniques have emerged as viable real-time alternatives to those traditionally used for rendering crowds. However, although capable of drawing many thousands of individually animated characters, the potential for injecting intra-crowd diversity within this framework remains to be fully explored. For urban crowds, a prominent source of diversity is that of clothing and this work presents a technique to render a crowd of clothed, virtual humans whilst minimising redundant vertex processing, overdraw and memory consumption. By adopting a piecewise representation, given an assigned outfit and pre-computed visibility metadata, characters can be constructed dynamically from a set of sub-meshes and rendered using skinned instancing. Using this technique, a geometric crowd of 1,000 independently clothed, animated and textured characters can be rendered at 40 fps.
Original languageEnglish
Publication statusPublished - 2009
Event17-th International Conference on Computer Graphics, Visualization and Computer Vision (WSCG 2009) - Pilsen, Czech Republic
Duration: 2 Feb 20095 Feb 2009

Conference

Conference17-th International Conference on Computer Graphics, Visualization and Computer Vision (WSCG 2009)
Country/TerritoryCzech Republic
CityPilsen
Period2/02/095/02/09

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