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A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU

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Motion in Games (MIG 2011)

Part of the book series: Lecture Notes in Computer Science ((LNIP,volume 7060))

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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.

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Peng, C., Park, S.I., Cao, Y., Tian, J. (2011). A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU. In: Allbeck, J.M., Faloutsos, P. (eds) Motion in Games. MIG 2011. Lecture Notes in Computer Science, vol 7060. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-25090-3_3

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  • DOI: https://doi.org/10.1007/978-3-642-25090-3_3

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-25089-7

  • Online ISBN: 978-3-642-25090-3

  • eBook Packages: Computer ScienceComputer Science (R0)

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