In this paper, we present a new impostor-based representation for 3D animated characters supporting real-time rendering of thousands of agents. We maximize rendering performance by using a collection of pre-computed impostors sampled from a discrete set of view directions. Our approach differs from previous work on view-dependent impostors in that we use per-joint rather than per-character impostors. Our characters are animated by applying the joint rotations directly to the impostors, instead of choosing a single impostor for the whole character from a set of pre-defined poses. This offers more flexibility in terms of animation clips, as our representation supports any arbitrary pose, and thus, the agent behavior is not constrained to a smal...
This paper introduces a method to clone crowd motion data. Our goal is to efficiently animate large ...
International audienceThis paper describes the successful combination of pre-generated and dynamical...
Simulating a huge number of articulate figures in a real-time application is one of the challenging ...
Real-time rendering of detailed animated characters in crowd simulations is still a challenging prob...
Per-joint impostors have been used to achieve high performance when rendering thousands of agents, w...
High-quality, detailed animated characters are often represented as textured polygonal meshes. The p...
ACM Symposium on Interactive 3D Graphics and Games Redwood City, CA, February 15 - 17, 2008 Vario...
Rendering detailed animated characters is a major limiting factor in crowd simulation. In this paper...
We present a method to accelerate the visualization of large crowds of animated characters. Linear-b...
The wide use of computer graphics in games, entertainment, medical, architectural and cultural appli...
In modern 3D games and movies, large character crowds are commonly rendered which can be expensive w...
In this survey we review, classify and compare existing approaches for real-time crowd rendering. We...
We present a novel versatile, fast and simple framework to generate highquality animations of scanne...
Recent technological improvement in character animation has increased the number of characters that ...
Recent technological improvement in character animation has increased the number of characters that ...
This paper introduces a method to clone crowd motion data. Our goal is to efficiently animate large ...
International audienceThis paper describes the successful combination of pre-generated and dynamical...
Simulating a huge number of articulate figures in a real-time application is one of the challenging ...
Real-time rendering of detailed animated characters in crowd simulations is still a challenging prob...
Per-joint impostors have been used to achieve high performance when rendering thousands of agents, w...
High-quality, detailed animated characters are often represented as textured polygonal meshes. The p...
ACM Symposium on Interactive 3D Graphics and Games Redwood City, CA, February 15 - 17, 2008 Vario...
Rendering detailed animated characters is a major limiting factor in crowd simulation. In this paper...
We present a method to accelerate the visualization of large crowds of animated characters. Linear-b...
The wide use of computer graphics in games, entertainment, medical, architectural and cultural appli...
In modern 3D games and movies, large character crowds are commonly rendered which can be expensive w...
In this survey we review, classify and compare existing approaches for real-time crowd rendering. We...
We present a novel versatile, fast and simple framework to generate highquality animations of scanne...
Recent technological improvement in character animation has increased the number of characters that ...
Recent technological improvement in character animation has increased the number of characters that ...
This paper introduces a method to clone crowd motion data. Our goal is to efficiently animate large ...
International audienceThis paper describes the successful combination of pre-generated and dynamical...
Simulating a huge number of articulate figures in a real-time application is one of the challenging ...