Crowd creation pipeline for games
Item Type:Conference Paper
Citation:Rachel McDonnell and Simon Dobbyn and Carol O'Sullivan. 'Crowd creation pipeline for games' in proceedings of the 9th International Conference on Computer Games (CGames 2006), Dublin, November 2006, pp. 183 - 190.
CGames2006.pdf (author pdf) 1.263Mb
With the increase in realism of games based in stadiums and urban environments, real-time crowds are becoming essential in order to provide a believable environment. However, realism is still largely lacking due to the computation required. In this paper, we describe the pipeline of work needed in order to prepare and export models from a 3D modelling package into a crowd system. For our crowd, we use a hybrid geometry/impostor approach which allows thousands of characters to be rendered of high visual quality. We use pre-simulated sequences of cloth to further enhance the characters appearance, along with perceptual metrics to balance computation with visual fidelity.
Type of material:Conference Paper
Availability:Full text available