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Issue No.02 - March/April (2002 vol.22)
pp: 36-43
<p>Populated urban environments are important in many applications such as urban planning and entertainment. However rendering in real time many people in a complex environment is still challenging. In this article, we propose methods for rendering real-time animated crowds in virtual cities. We take advantage of the properties of the urban environment, and the way a viewer and the avatars move within it, to produce fast rendering, based on positional and directional discretization. To allow the display of a large number of different individual people at interactive frame rates, we combined texture compression with multi-pass rendering. The results show that we can visualize in real time a city with thousands of animated people.</p>
image-based rendering, crowd rendering, virtual cities simulation, texture compression
Franco Tecchia, Céline Loscos, Yiorgos Chrysanthou, "Image-Based Crowd Rendering", IEEE Computer Graphics and Applications, vol.22, no. 2, pp. 36-43, March/April 2002, doi:10.1109/38.988745
1. F. Tecchia and Y. Chrysanthou, "Real-Time Rendering of Densely Populated Urban Environments," Proc. Rendering Techniques 2000, Springer Computer Science, New York, 2000, pp. 83-88.
2. F. Tecchia et al., "Agent Behaviour Simulator (abs): A Platform for Urban Behaviour Development," Proc. Game Technology (GTEC 2001), CD-ROM, 2001.
3. C. Loscos, F. Tecchia, and Y. Chrysanthou, "Real-Time Shadows for Animated Crowds in Virtual Cities," Proc. ACM Symp. Virtual Reality Software and Technology, ACM Press, New York, 2002, pp. 85-92.
4. F. Tecchia, C. Loscos, and Y. Chrysanthou, "Real Time Rendering of Populated Urban Environments," ACM Siggraph Technical Sketch, ACM Press, New York, Aug. 2001.
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