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A Real-Time System for Crowd Rendering: Parallel LOD and Texture-Preserving Approach on GPU

机译:实时的人群渲染系统:GPU上的并行LOD和纹理保留方法

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摘要

In modern games, rendering a massive scene with a large number of animated character is imminent and a very challenging task. In this paper, we present a real-time crowd rendering system on CPUs with a special focus on how to preserve texture appearance in progressive LOD-based mesh simplification algorithms. Our results show that the proposed parallel LOD approach can get up to 5.33 times of speedup compared with the standard pseudo-instancing approach.
机译:在现代游戏中,渲染具有大量动画角色的大型场景已迫在眉睫,并且是一项非常艰巨的任务。在本文中,我们提出了一种基于CPU的实时人群渲染系统,特别关注如何在基于渐进式LOD的网格简化算法中保留纹理外观。我们的结果表明,与标准的伪实例化方法相比,所提出的并行LOD方法可以达到5.33倍的加速比。

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