A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU
Chao Peng, Seung In Park, Yong Cao, Jie Tian
Motion in Games, November 2011, pp. 27--38.
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.
Article URL: http://dx.doi.org/10.1007/978-3-642-25090-3_3
BibTeX format:
@incollection{Peng:2011:ARS,
  author = {Chao Peng and Seung In Park and Yong Cao and Jie Tian},
  title = {A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU},
  booktitle = {Motion in Games},
  pages = {27--38},
  month = nov,
  year = {2011},
}
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