2008
DOI: 10.1007/978-3-540-89222-9_24
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Fast Rendering of Large Crowds Using GPU

Abstract: Abstract. This paper proposes a fast rendering algorithm for real-time animation of large crowds, which is essential for video games with a large number of non-player characters. The proposed approach leaves the minimal work of rendering to CPU, and makes GPU take all the major work, including LOD assignment and view frustum culling, which have been the typical tasks of CPU. By offloading the rendering overhead from CPU, the approach enables the CPU to perform intensive computations for crowd simulation. The e… Show more

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Cited by 13 publications
(8 citation statements)
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“…Typical applications that can benefit from hardware instancing include rendering of crowds and vegetation, which usually require a large number of instances at the same time as there exists much repetition. In (Park et al, 2009), (Dudash, 2007), and later (Ramos et al, 2012), examples on how to render several thousands of animated characters in real-time with the use of hardware instancing is presented. Recently, (Bao et al, 2012) presented a GPU-driven framework for rendering large forests.…”
Section: Hardware Instancingmentioning
confidence: 99%
See 1 more Smart Citation
“…Typical applications that can benefit from hardware instancing include rendering of crowds and vegetation, which usually require a large number of instances at the same time as there exists much repetition. In (Park et al, 2009), (Dudash, 2007), and later (Ramos et al, 2012), examples on how to render several thousands of animated characters in real-time with the use of hardware instancing is presented. Recently, (Bao et al, 2012) presented a GPU-driven framework for rendering large forests.…”
Section: Hardware Instancingmentioning
confidence: 99%
“…Without any type of visibility culling, this may lead to unnecessary high GPU-burden for 3D scenes with many instances. In order to limit the number of instances, (Park et al, 2009) and (Bao et al, 2012) perform view-frustum culling on the GPU.…”
Section: Hardware Instancingmentioning
confidence: 99%
“…Instancing technique is to render multiple instances of the same character with a single drawing call. In OpenGL graphics pipeline, pseudo-instancing has been widely, for example, in [11,12,18], where the crowd rendering is optimized by sharing vertex data, primitive counts and types, among all instances. It minimizes the amount of duplicated data.…”
Section: Performance Evaluationmentioning
confidence: 99%
“…Some advanced methods allow developers to modify the shape proportion of duplications and then retarget rigs and animations to the modified meshes [10,11] or synthesize new motions [12,13]. With the support of hardware-accelerated geometryinstancing and pseudo-instancing techniques [9,[14][15][16], multiple data of a character, including vertices, triangles, textures, skeletons, skinning weights, and animations, can be cached in the memory of a graphics processing unit (GPU). At each time when the virtual scene needs to be rendered, the renderer will alter and assemble those data dynamically without the need of fetching them from CPU main memory.…”
Section: Introductionmentioning
confidence: 99%