Real-time Shader Rendering for Crowds in Virtual Heritage

dc.contributor.authorCiechomski, Pablo de Herasen_US
dc.contributor.authorSchertenleib, Sébastienen_US
dc.contributor.authorMaïm, Jonathanen_US
dc.contributor.authorMaupu, Damienen_US
dc.contributor.authorThalmann, Danielen_US
dc.contributor.editorMark Mudge and Nick Ryan and Roberto Scopignoen_US
dc.date.accessioned2014-01-31T14:47:49Z
dc.date.available2014-01-31T14:47:49Z
dc.date.issued2005en_US
dc.description.abstractWe present a method of fully dynamically rendered virtual humans with variety in color, animation and appearance. This is achieved by using vertex and fragment shaders programmed in the OpenGL shading language (GLSL). We then compare our results with a fixed function pipeline based approach. We also show a color variety creation GUI using HSB color space restriction. An improved version of the LOD pipeline for our virtual characters is presented. With these new techniques, we are able to use a full dynamic animation range in the crowd populating the Aphrodisias odeon (which is part of the ERATO project), i.e., a greater repertoire of animations, smooth transitions and more variety and speed. We show how a multi-view of the rendering data can ensure good batching of rendering primitives and comfortable constant time access.en_US
dc.description.seriesinformationThe 6th International Symposium on Virtual Reality, Archaeology and Cultural Heritage VASTen_US
dc.identifier.isbn3-905673-28-2en_US
dc.identifier.issn1811-864Xen_US
dc.identifier.urihttps://doi.org/10.2312/VAST/VAST05/091-098en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Virtual Heritage]: Computer Graphics Animationen_US
dc.titleReal-time Shader Rendering for Crowds in Virtual Heritageen_US
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