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A real-time system for crowd rendering: Parallel LOD and texture-preserving approach on GPU

  • Chao Peng*
  • , Seung In Park
  • , Yong Cao
  • , Jie Tian
  • *Corresponding author for this work
  • Virginia Polytechnic Institute and State University
  • Chinese Academy of Sciences

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

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.

Original languageEnglish
Title of host publicationMotion in Games - 4th International Conference, MIG 2011, Proceedings
Pages27-38
Number of pages12
DOIs
StatePublished - 2011
Externally publishedYes
Event4th International Conference on Motion in Games, MIG 2011 - Edinburgh, United Kingdom
Duration: 13 Nov 201115 Nov 2011

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume7060 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference4th International Conference on Motion in Games, MIG 2011
Country/TerritoryUnited Kingdom
CityEdinburgh
Period13/11/1115/11/11

Keywords

  • Crowd animation
  • Crowd rendering
  • GPGPU
  • Level of detail
  • Texture-preserving

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