A Dynamic Representation-Switch Method for Hybrid Crowd Rendering Systems

Erasmo A. Silva, J. B. C. Neto, C. Vidal, T. B. Dutra
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Abstract

Environments populated with crowds are employed in various applications, such as games, simulators and editors. Many of these environments require not only a realistic and detailed rendering, but it must run smoothly in real-time. This task easily exhausts the system's resources, even considering the current state-of-the-art hardware. Therefore, crowd rendering in real-time remains a challenge in computer graphics. Approaches exploiting levels of detail, visibility culling and image-based rendering are presented in the literature to facilitate this task. The first two increase the efficiency of rendering, but sometimes are not enough to keep an interactive frame rate. Some researches on this subject focus on image-based rendering techniques, specifically with the use of impostors. In this work it is proposed a method that balances the computational demand of rendering job by varying the threshold's distance of the representation switch between full geometry (mesh) and image-based (impostors) models in accordance with the available resources.
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混合人群渲染系统的动态表示切换方法
在各种应用程序中,例如游戏、模拟器和编辑器,都使用了拥挤的环境。许多这样的环境不仅需要逼真和详细的渲染,而且还必须实时流畅地运行。即使考虑到当前最先进的硬件,这个任务也很容易耗尽系统的资源。因此,实时人群渲染仍然是计算机图形学中的一个挑战。文献中提出了利用细节层次、可见性剔除和基于图像的渲染的方法来促进这项任务。前两种方法提高了渲染效率,但有时不足以保持交互帧率。关于这个主题的一些研究集中在基于图像的渲染技术上,特别是使用冒充者。在这项工作中,提出了一种方法,通过根据可用资源改变全几何(网格)和基于图像(冒充者)模型之间表示切换的阈值距离来平衡渲染工作的计算需求。
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