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Real-Time Large Crowd Rendering with Efficient Character and Instance Management on GPU

机译:实时大众人群呈现GPU上的高效字符和实例管理

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摘要

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.
机译:在玩家与复杂的游戏场景互动时,实现具有现实视觉外观的大型动画人群的有效渲染是一项挑战的任务。我们提出了一个实时人群渲染系统,可有效地管理GPU上的多种类型的字符数据,并与细节水平和可见性剔除技术无缝集成。包括顶点,三角形,顶点,顶点正常,纹理坐标,骨架和剥皮权重的字符数据被存储为缓冲器对象或纹理,根据其访问要求在渲染阶段。我们的系统保留了人群中各个字符实例的视图依赖性视觉外观,并以细粒度的并行化方案执行。我们将我们的方法与现有的人群渲染技术进行比较。实验结果表明,我们的方法达到了更好的渲染性能和视觉质量。我们的方法能够通过在单个缓冲对象中管理每种类型的字符数据,在实时呈现由数万个动画实例组成的大型人群。

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