View-Dependent Level of Detail for Real-Time Rendering of Large Isosurfaces

Author(s):  
Vyacheslav Shakaev ◽  
Natalia Sadovnikova ◽  
Danila Parygin
Keyword(s):  
2019 ◽  
pp. 321-345 ◽  
Author(s):  
Tomas Akenine-Möller ◽  
Jim Nilsson ◽  
Magnus Andersson ◽  
Colin Barré-Brisebois ◽  
Robert Toth ◽  
...  

2014 ◽  
Vol 34 (1) ◽  
pp. 103-115 ◽  
Author(s):  
Manuel Scholz ◽  
Jan Bender ◽  
Carsten Dachsbacher

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.


Author(s):  
Peter Lindstrom ◽  
David Koller ◽  
William Ribarsky ◽  
Larry F. Hodges ◽  
Nick Faust ◽  
...  

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