2014
DOI: 10.1007/s00371-014-0975-9
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Hierarchical level of detail for varied animated crowds

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Cited by 14 publications
(11 citation statements)
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“…The pseudoinstancing technique minimizes the amount of data duplication by sharing vertices and triangles among all instances, but it does not support LOD on a per-instance level [44,52]. The point-based technique renders a complex geometry by using a dense of sampled points in order to reduce the computational cost in rendering [53,54]. The pseudo-instancing technique does not support View-Frustum Culling.…”
Section: Comparison and Discussionmentioning
confidence: 99%
“…The pseudoinstancing technique minimizes the amount of data duplication by sharing vertices and triangles among all instances, but it does not support LOD on a per-instance level [44,52]. The point-based technique renders a complex geometry by using a dense of sampled points in order to reduce the computational cost in rendering [53,54]. The pseudo-instancing technique does not support View-Frustum Culling.…”
Section: Comparison and Discussionmentioning
confidence: 99%
“…Hernández et al implemented a dynamic LoD selection and view frustum culling on the GPU, by using the new transform feedback mechanism [HR11]. More recently Toledo et al implemented a tiling of the environment, tagging each agent with the code of the tile they are occupying, and making it easy and fast to dynamically update it [TDGR14]. The tagged code allows for a fast distance computation to the camera and LoD selection.…”
Section: Lod Selectionmentioning
confidence: 99%
“…Toledo et al . presented a system where an additional skeleton contains an octree per limb [TDGR14]. Each level of the octree represents a different LoD, and animations can be automatically transferred to each node, thus reducing the memory consumption (see Figure ).…”
Section: Level‐of‐detail Representations For Charactersmentioning
confidence: 99%
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“…The combination of these structures allows us to render several thousands of varied characters within a crowd, for instance, crowds up to a quarter million characters are achievable at interactive frame rates using these structures. Extra details on the technique can be found in Toledo et al [17].…”
Section: Hierarchical Structures For Level Of Detail For Varied Animamentioning
confidence: 99%