Skip to main content

Real-Time Rendering of Densely Populated Urban Environments

  • Conference paper
  • First Online:
Rendering Techniques 2000 (EGSR 2000)

Part of the book series: Eurographics ((EUROGRAPH))

Included in the following conference series:

Abstract

In this paper we present some preliminary results concerning a realtime visualisation system for densely populated urban environments. In order to be able to render the large number of humans, we developed a method based on Image-Based Rendering techniques. To allow them to move freely in the city while avoiding collisions against the environment and other humans, we developed a simplified collision test that makes use of the graphics hardware to quickly generate a discretization of the environment. Although our research is at an early stage, the results are already quite promising; we are able to render in real-time a virtual city with thousands of walking humans on a standard PC. Several avenues for further investigation are finally proposed.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. A. Aubel, R. Boulic, and D. Thalmann. Lowering the cost of virtual human rendering with structured animated impostors. In Proceedings of WSCG 99, Plzen, Czech Republic, 1999.

    Google Scholar 

  2. Ucl bartlett school of architecture, pedestrian movement project. http://www.bartlett.ucl.ac.uk/spacesyntax/pedestrian/pedestrian.html http://www.bartlett.ucl.ac.uk/spacesyntax/pedestrian/pedestrian.html.

  3. Daniel Cohen-Or, Gadi Fibich, Dan Halperin, and Eyal Zadicario. Conservative visibility and strong occlusion for viewspace partitioning of densely occluded scenes. Computer Graphics Forum, 17(3):243–254, 1998. ISSN 1067–7055.

    Article  Google Scholar 

  4. Collaborative virtual environments project, http://coven.lancs.ac.uk/ .

  5. Frédo Durand, George Drettakis, Joëlle Thollot, and Claude Puech. Conservative visibility preprocessing using extended projections. To appear in the proceedings of SIGGRAPH2000, 2000.

    Book  Google Scholar 

  6. Vladlen Koltun, Yiorgos Chrysanthou, and Daniel Cohen-Or. Virtual occluders: An efficient intermediate PVS representation. In Proceedings of Eurographics Workshop on Rendering, 2000.

    Google Scholar 

  7. Paulo W. C. Maciel and Peter Shirley. Visual navigation of large environments using textured clusters. In Pat Hanrahan and Jim Winget, editors, ACM Computer Graphics (Symp. on Interactive 3D Graphics), pages 95–102. ACM SIGGRAPH, April 1995. ISBN 0-89791-736-7.

    Chapter  Google Scholar 

  8. Karol Myszkowski, Oleg G. Okunev, and Tosiyasu L. Kunii. Fast collision detection between complex solids using rasterizing graphics hardware. The Visual Computer, 11(9):497–512, 1995. ISSN 0178–2789.

    Article  Google Scholar 

  9. Jarek Rossignac, Abe Megahed, and Bengt-Olaf Schneider. Interactive inspection of solids: Cross-sections and interferences. Computer Graphics, 26(2):353–360, July 1992.

    Article  Google Scholar 

  10. Germot Schaufler and Wolfgang Sturzlinger. A three-dimensional image cache for virtual reality. Computer Graphics Forum, 15(3):C227-C235, C471-C472, September 1996.

    Article  Google Scholar 

  11. Jonathan Shade, Dani Lischinski, David Salesin, Tony DeRose, and John Snyder. Hierarchical image caching for accelerated walkthroughs of complex environments. In Holly Rushmeier, editor, SIGGRAPH 96 Conference Proceedings, Annual Conference Series, pages 75–82. ACM SIGGRAPH, Addison Wesley, August 1996. held in New Orleans, Louisiana, 04–09 August 1996.

    Chapter  Google Scholar 

  12. François Sillion, G. Drettakis, and B. Bodelet. Efficient impostor manipulationfor real-time visualization of urban scenery. Computer Graphics Forum, 16(3):207–218, August 1997. Proceedings of Eurographics ‘97. ISSN 1067–7055.

    Article  Google Scholar 

  13. D.Thalmann S.R. Musse, F. Garat. Guiding and interacting with virtual crowds in real-time. In Proceedings of Eurographics Workshop on Animation and Simulation, pages 23–34, Milan, Italy, 1999.

    Google Scholar 

  14. F. Tecchia and Y. Chrysanthou. Real-time visualisation of densely populated urban environments: a simple and fast algorithm for collision detection. In Eurographics UK, April 2000. to appear.

    Google Scholar 

  15. Xiaoyuan Tu and Demetri Terzopoulos. Artificial fishes: Physics, locomotion, perception, behavior. In Andrew Glassner, editor, Proceedings of SIGGRAPH ‘94 (Orlando, Florida, July 24–29, 1994), Computer Graphics Proceedings, Annual Conference Series, pages 43–50. ACM SIGGRAPH, ACM Press, July 1994. ISBN 0-89791-667-0.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2000 Springer-Verlag Wien

About this paper

Cite this paper

Tecchia, F., Chrysanthou, Y. (2000). Real-Time Rendering of Densely Populated Urban Environments. In: Péroche, B., Rushmeier, H. (eds) Rendering Techniques 2000. EGSR 2000. Eurographics. Springer, Vienna. https://doi.org/10.1007/978-3-7091-6303-0_8

Download citation

  • DOI: https://doi.org/10.1007/978-3-7091-6303-0_8

  • Published:

  • Publisher Name: Springer, Vienna

  • Print ISBN: 978-3-211-83535-7

  • Online ISBN: 978-3-7091-6303-0

  • eBook Packages: Springer Book Archive

Publish with us

Policies and ethics