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Rendering detailed animated characters is a
major limiting factor in crowd simulation. In
this paper we present a new representation
for 3D animated characters which supports
output-sensitive rendering. Each character
is encoded through a small collection of textured boxes storing color and depth values. At runtime, each box is animated according to the rigid transformation of its associated bone. A fragment shader is used to recover the original geometry using an adapted version of relief mapping. Unlike competing outputsensitive approaches, our compact representation is able to recover high-frequency surface details and reproduces view-motion parallax. Furthermore, our approach does not require
us to predefine the animation sequences nor
to select a subset of discrete views. Our user study demonstrates that our approach allows for much more simulated agents with negligible visual artifacts.
CitationSpanlang, B. [et al.]. Output-sensitive rendering of detailed animated characters for crowd simulation. A: Congreso Español de Informática Gráfica. "XX Congreso Español de Informática Gráfica". Valencia: 2010, p. 37-46.
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