A survey of real-time crowd rendering

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 representation...

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Detalhes bibliográficos
Autores: Beacco Porres, Alejandro|||0000-0001-8192-1431, Pelechano Gómez, Núria|||0000-0002-1437-245X, Andújar Gran, Carlos Antonio|||0000-0002-8480-4713
Formato: artículo
Fecha de publicación:2016
País:España
Recursos:Universitat Politècnica de Catalunya (UPC)
Repositorio:UPCommons. Portal del coneixement obert de la UPC
Idioma:inglés
OAI Identifier:oai:upcommons.upc.edu:2117/99231
Acesso em linha:https://hdl.handle.net/2117/99231
https://dx.doi.org/10.1111/cgf.12774
Access Level:acceso abierto
Palavra-chave:Three dimensional imaging
Rendering (Computer graphics)
Crowds -- Computer simulation
Image-based rendering
Level of detail algorithms
Real-time rendering
Infografia tridimensional
Multituds -- Simulació per ordinador
Àrees temàtiques de la UPC::Informàtica::Infografia
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oai_identifier_str oai:upcommons.upc.edu:2117/99231
network_acronym_str ES
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repository_id_str
spelling A survey of real-time crowd renderingBeacco Porres, Alejandro|||0000-0001-8192-1431Pelechano Gómez, Núria|||0000-0002-1437-245XAndújar Gran, Carlos Antonio|||0000-0002-8480-4713Three dimensional imagingRendering (Computer graphics)Crowds -- Computer simulationImage-based renderingLevel of detail algorithmsReal-time renderingInfografia tridimensionalMultituds -- Simulació per ordinadorÀrees temàtiques de la UPC::Informàtica::InfografiaIn 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.Peer Reviewed20162016-12-0120172017-01-13journal articlehttp://purl.org/coar/resource_type/c_6501AMhttp://purl.org/coar/version/c_ab4af688f83e57aainfo:eu-repo/semantics/articleapplication/pdfhttps://hdl.handle.net/2117/99231https://dx.doi.org/10.1111/cgf.12774reponame:UPCommons. Portal del coneixement obert de la UPCinstname:Universitat Politècnica de Catalunya (UPC)Inglésengopen accesshttp://purl.org/coar/access_right/c_abf2info:eu-repo/semantics/openAccessoai:upcommons.upc.edu:2117/992312026-05-27T15:37:01Z
dc.title.none.fl_str_mv A survey of real-time crowd rendering
title A survey of real-time crowd rendering
spellingShingle A survey of real-time crowd rendering
Beacco Porres, Alejandro|||0000-0001-8192-1431
Three dimensional imaging
Rendering (Computer graphics)
Crowds -- Computer simulation
Image-based rendering
Level of detail algorithms
Real-time rendering
Infografia tridimensional
Multituds -- Simulació per ordinador
Àrees temàtiques de la UPC::Informàtica::Infografia
title_short A survey of real-time crowd rendering
title_full A survey of real-time crowd rendering
title_fullStr A survey of real-time crowd rendering
title_full_unstemmed A survey of real-time crowd rendering
title_sort A survey of real-time crowd rendering
dc.creator.none.fl_str_mv Beacco Porres, Alejandro|||0000-0001-8192-1431
Pelechano Gómez, Núria|||0000-0002-1437-245X
Andújar Gran, Carlos Antonio|||0000-0002-8480-4713
author Beacco Porres, Alejandro|||0000-0001-8192-1431
author_facet Beacco Porres, Alejandro|||0000-0001-8192-1431
Pelechano Gómez, Núria|||0000-0002-1437-245X
Andújar Gran, Carlos Antonio|||0000-0002-8480-4713
author_role author
author2 Pelechano Gómez, Núria|||0000-0002-1437-245X
Andújar Gran, Carlos Antonio|||0000-0002-8480-4713
author2_role author
author
dc.subject.none.fl_str_mv Three dimensional imaging
Rendering (Computer graphics)
Crowds -- Computer simulation
Image-based rendering
Level of detail algorithms
Real-time rendering
Infografia tridimensional
Multituds -- Simulació per ordinador
Àrees temàtiques de la UPC::Informàtica::Infografia
topic Three dimensional imaging
Rendering (Computer graphics)
Crowds -- Computer simulation
Image-based rendering
Level of detail algorithms
Real-time rendering
Infografia tridimensional
Multituds -- Simulació per ordinador
Àrees temàtiques de la UPC::Informàtica::Infografia
description 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.
publishDate 2016
dc.date.none.fl_str_mv 2016
2016-12-01
2017
2017-01-13
dc.type.none.fl_str_mv journal article
http://purl.org/coar/resource_type/c_6501
AM
http://purl.org/coar/version/c_ab4af688f83e57aa
dc.type.openaire.fl_str_mv info:eu-repo/semantics/article
format article
dc.identifier.none.fl_str_mv https://hdl.handle.net/2117/99231
https://dx.doi.org/10.1111/cgf.12774
url https://hdl.handle.net/2117/99231
https://dx.doi.org/10.1111/cgf.12774
dc.language.none.fl_str_mv Inglés
eng
language_invalid_str_mv Inglés
language eng
dc.rights.none.fl_str_mv open access
http://purl.org/coar/access_right/c_abf2
dc.rights.openaire.fl_str_mv info:eu-repo/semantics/openAccess
rights_invalid_str_mv open access
http://purl.org/coar/access_right/c_abf2
eu_rights_str_mv openAccess
dc.format.none.fl_str_mv application/pdf
dc.source.none.fl_str_mv reponame:UPCommons. Portal del coneixement obert de la UPC
instname:Universitat Politècnica de Catalunya (UPC)
instname_str Universitat Politècnica de Catalunya (UPC)
reponame_str UPCommons. Portal del coneixement obert de la UPC
collection UPCommons. Portal del coneixement obert de la UPC
repository.name.fl_str_mv
repository.mail.fl_str_mv
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