@inproceedings{189105dd72fd467cb412820714cf018f,
title = "A real-time system for crowd rendering: Parallel LOD and texture-preserving approach on GPU",
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.",
keywords = "Crowd animation, Crowd rendering, GPGPU, Level of detail, Texture-preserving",
author = "Chao Peng and Park, \{Seung In\} and Yong Cao and Jie Tian",
year = "2011",
doi = "10.1007/978-3-642-25090-3\_3",
language = "英语",
isbn = "9783642250897",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
pages = "27--38",
booktitle = "Motion in Games - 4th International Conference, MIG 2011, Proceedings",
note = "4th International Conference on Motion in Games, MIG 2011 ; Conference date: 13-11-2011 Through 15-11-2011",
}