Output-Sensitive Rendering of Detailed Animated Characters for Crowd Simulation
Visualitza/Obre
Estadístiques de LA Referencia / Recolecta
Inclou dades d'ús des de 2022
Cita com:
hdl:2099.1/11304
Tipus de documentProjecte Final de Màster Oficial
Data2010-06
Condicions d'accésAccés obert
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Reconeixement-NoComercial-SenseObraDerivada 3.0 Espanya
Abstract
High-quality, detailed animated characters are often represented as textured
polygonal meshes. The problem with this technique is the high cost
that involves rendering and animating each one of these characters. This
problem has become a major limiting factor in crowd simulation. Since we
want to render a huge number of characters in real-time, the purpose of
this thesis is therefore to study the current existing approaches in crowd
rendering to derive a novel approach.
The main limitations we have found when using impostors are (1) the
big amount of memory needed to store them, which also has to be sent
to the graphics card, (2) the lack of visual quality in close-up views, and
(3) some visibility problems. As we wanted to overcome these limitations,
and improve performance results, the found conclusions lead us to present
a new representation for 3D animated characters using relief mapping, thus
supporting an output-sensitive rendering.
The basic idea of our approach is to encode each character 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 in the animated skeleton. A fragment shader is used to recover
the original geometry using an adapted version of relief mapping. Unlike
competing output-sensitive approaches, our compact representation is able
to recover high-frequency surface details and reproduces view-motion parallax
e ects. Furthermore, the proposed approach ensures correct visibility
among di erent animated parts, and it does not require us to prede ne the
animation sequences nor to select a subset of discrete views. Finally, a user
study demonstrates that our approach allows for a large number of simulated
agents with negligible visual artifacts.
MatèriesInformation display systems, Real-time data processing, Visualització (Informàtica), Temps real (Informàtica)
TitulacióMÀSTER UNIVERSITARI EN COMPUTACIÓ (Pla 2006)
Col·leccions
Fitxers | Descripció | Mida | Format | Visualitza |
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Alejandro Beacco.pdf | 5,956Mb | Visualitza/Obre |