Title | ||
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A real-time system for crowd rendering: parallel LOD and texture-preserving approach on GPU |
Abstract | ||
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In modern games, rendering a massive scene with a large number of animated character is imminent and a very challenging task. In this paper, we present a real-time crowd rendering system on GPUs with a special focus on how to preserve texture appearance in progressive LOD-based mesh simplification algorithms. Our results show that the proposed parallel LOD approach can get up to 5.33 times of speedup compared with the standard pseudo-instancing approach. |
Year | DOI | Venue |
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2011 | 10.1007/978-3-642-25090-3_3 | MIG |
Keywords | Field | DocType |
massive scene,challenging task,special focus,animated character,texture-preserving approach,large number,proposed parallel lod approach,progressive lod-based mesh simplification,real-time crowd rendering system,modern game,real-time system,standard pseudo-instancing approach,level of detail,gpgpu | Computer vision,Computer graphics (images),Level of detail,Computer science,Real-time operating system,Texture memory,Artificial intelligence,General-purpose computing on graphics processing units,Rendering (computer graphics),Speedup | Conference |
Citations | PageRank | References |
5 | 0.49 | 13 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Chao Peng | 1 | 29 | 4.43 |
Seung In Park | 2 | 26 | 3.96 |
Yong Cao | 3 | 68 | 10.33 |
Jie Tian | 4 | 1475 | 159.24 |