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dc.contributor.authorBeacco, A.en_US
dc.contributor.authorPelechano, N.en_US
dc.contributor.authorAndújar, C.en_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2016-12-08T11:25:34Z
dc.date.available2016-12-08T11:25:34Z
dc.date.issued2016
dc.identifier.issn1467-8659
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12774
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf12774
dc.description.abstractIn this survey we review, classify and compare existing approaches for real‐time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level‐of‐detail (LoD) rendering of animated characters, including polygon‐based, point‐based, and image‐based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters. We also discuss specific acceleration techniques for crowd rendering, such as primitive pseudo‐instancing, palette skinning, and dynamic key‐pose caching, which benefit from current graphics hardware. We also address other factors affecting performance and realism of crowds such as lighting, shadowing, clothing and variability. Finally we provide an exhaustive comparison of the most relevant approaches in the field.In this survey we review, classify and compare existing approaches for real‐time crowd rendering. We first overview character animation techniques, as they are highly tied to crowd rendering performance, and then we analyze the state of the art in crowd rendering. We discuss different representations for level‐of‐detail (LoD) rendering of animated characters, including polygon‐based, point‐based, and image‐based techniques, and review different criteria for runtime LoD selection. Besides LoD approaches, we review classic acceleration schemes, such as frustum culling and occlusion culling, and describe how they can be adapted to handle crowds of animated characters.en_US
dc.publisher© 2016 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectimage‐based rendering
dc.subjectlevel of detail algorithms
dc.subjectreal‐time rendering
dc.subjectI.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Colour
dc.subjectshading
dc.subjectshadowing
dc.subjectand texture
dc.titleA Survey of Real‐Time Crowd Renderingen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume35
dc.description.number8
dc.identifier.doi10.1111/cgf.12774
dc.description.documenttypestar


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