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In this paper we propose a new method for rendering crowds of virtual humans with dynamicallydeformed skeletons with levels of detail using two simple caching schemes for animations and geometry. Weshow how the virtual heritage project ERATO pushed for these innovations as we did not find any off-theshelfproducts for the purpose. We also show how to create a large variety in appearance using graphicsalgorithm techniques that run on graphics cards with a fixed function pipeline support like the one ofOpenGL 1.1

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