GPU crowd rendering
Başlık çevirisi mevcut değil.
- Tez No: 400687
- Danışmanlar: DR. HENRY FORTUNA
- Tez Türü: Yüksek Lisans
- Konular: Bilgisayar Mühendisliği Bilimleri-Bilgisayar ve Kontrol, Bilim ve Teknoloji, Computer Engineering and Computer Science and Control, Science and Technology
- Anahtar Kelimeler: Belirtilmemiş.
- Yıl: 2008
- Dil: İngilizce
- Üniversite: The University of Abertay Dundee
- Enstitü: Yurtdışı Enstitü
- Ana Bilim Dalı: Bilgisayar Animasyonu ve Oyun Teknolojileri Ana Bilim Dalı
- Bilim Dalı: Belirtilmemiş.
- Sayfa Sayısı: 72
Özet
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Özet (Çeviri)
Crowd rendering is one of the fields of computer graphics that always needs more processing power, because it is not easy for the application to handle too many virtual humans all at once at interactive frame rates. However, crowds have their own place in games; sporting events need big audiences to cheer and city simulations need crowded and busy streets that burst with life. Common techniques for crowd rendering are Level of Detail systems, impostors and instancing. Level of detail systems involve using different representations of the individuals according to a predefined criteria like distance or screen size. Impostors are billboards with animated sprites that are used instead of a 3D mesh. Instancing is a technique which depends on the graphics device, where an object is drawn many times in different positions in a single draw call using the same mesh data. Instancing reduces state changes of the device and increases performance. In this research, an application has been developed which uses instancing on Direct3D 10 supported by a distance based level of detail system to render a crowd of Lego men watching a simple Pong game. The application provides the variety of the crowd by random positions and movement along with random shirt colours for every instance. The realism is also increased by making each Lego men follow the disc of the Pong game and by doing so, making the crowd interact with the game in a passive but convincing way. The results show that almost 18,000 instances were successfully rendered at interactive frame rates at the lowest rate of the level of detail system on a medium-class desktop computer. Full 40,000 instances were rendered at 13 frames per second. The results also show that instancing is beneficial for both CPU and GPU. If instancing is not used, the CPU usage starts over 45% even with low number of instances. When instancing is used, the CPU usage starts as low as 8% and goes at most up to 13%; leaving a lot of processing power for other calculations in a typical game.
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