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Real-time crowd visualization in point-cached pipelines

Published:31 July 2015Publication History

ABSTRACT

In computer animation, a crowd of characters can create a dramatic visual impact and make an expansive set feel like it's teeming with life. To orchestrate this large scale animation, technical directors use procedural tools to author animation en masse. The character animation is created by animators for an array of background models, such as walk cycles, action transitions, and reactions. Despite being modeled and rigged specifically as a background character, deformation of crowd characters is still driven by high fidelity rigs that are too expensive to execute in real-time, even for small scale crowds. Background characters are designed to have parametric controls to create visual diversity, which require heavier mesh geometry to support such variation. The character structure must support standard shading and lighting workflows, which result in characters that include separate object primitives for skin, hair, and clothing, and frequently even more fine grained objects for eyes, teeth, fingernails, etc.

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  1. Real-time crowd visualization in point-cached pipelines

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      • Published in

        cover image ACM Conferences
        SIGGRAPH '15: ACM SIGGRAPH 2015 Talks
        July 2015
        82 pages
        ISBN:9781450336369
        DOI:10.1145/2775280

        Copyright © 2015 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 31 July 2015

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