Real-Time Isosurface Extraction With View-Dependent Level of Detail and Applications

2014 ◽  
Vol 34 (1) ◽  
pp. 103-115 ◽  
Author(s):  
Manuel Scholz ◽  
Jan Bender ◽  
Carsten Dachsbacher
2019 ◽  
pp. 321-345 ◽  
Author(s):  
Tomas Akenine-Möller ◽  
Jim Nilsson ◽  
Magnus Andersson ◽  
Colin Barré-Brisebois ◽  
Robert Toth ◽  
...  

2021 ◽  
Author(s):  
Towaki Takikawa ◽  
Joey Litalien ◽  
Kangxue Yin ◽  
Karsten Kreis ◽  
Charles Loop ◽  
...  
Keyword(s):  

2019 ◽  
Vol 2019 ◽  
pp. 1-15
Author(s):  
Yangzi Dong ◽  
Chao Peng

Achieving the efficient rendering of a large animated crowd with realistic visual appearance is a challenging task when players interact with a complex game scene. We present a real-time crowd rendering system that efficiently manages multiple types of character data on the GPU and integrates seamlessly with level-of-detail and visibility culling techniques. The character data, including vertices, triangles, vertex normals, texture coordinates, skeletons, and skinning weights, are stored as either buffer objects or textures in accordance with their access requirements at the rendering stage. Our system preserves the view-dependent visual appearance of individual character instances in the crowd and is executed with a fine-grained parallelization scheme. We compare our approach with the existing crowd rendering techniques. The experimental results show that our approach achieves better rendering performance and visual quality. Our approach is able to render a large crowd composed of tens of thousands of animated instances in real time by managing each type of character data in a single buffer object.


Sign in / Sign up

Export Citation Format

Share Document