Abstract

Previously, crowd simulation plays small part or probably ignored in virtual heritage. Architectures or artifacts bit more focused to be reconstructed into virtual environment. By inserting crowd into simulation of virtual heritage, it will give more impact and achieve higher realism level to the reconstructed site. Before inserting the crowd into virtual environment, a research needs to be done to manage the complex environment of virtual heritage and the crowd itself. This paper presents a framework with a vision to reduce the computation cost for rendering crowd simulation in virtual heritage environment while maintaining realisms of the scene. We first review the existing acceleration techniques applied on crowd rendering. Then we introduce a framework that will integrate acceleration techniques for crowd simulation in virtual heritage.

Highlights

  • The wide use of computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research

  • In this paper we have presented some of the related work in virtual heritage system, some of crowd rendering issues, a few types of rendering optimization methods

  • We introduce our virtual heritage system named Ancient Malacca Virtual Walkthrough that was used as main platform in this research

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Summary

INTRODUCTION

The wide use of computer graphics in education, entertainment, games, simulation, and virtual heritage applications has led it to become an important area of research. In order to deliver to the user an immersive experience, it is important to create an interactive, complex, and realistic virtual world in any simulation applications. When rendering crowd in complex virtual heritage, there are two things need to be deal with: large-scale static virtual environment and moving crowd and traffic. These two things content thousands of polygons need to be managed to avoid low frame rate and not interactively for user to walkthrough in real-time. The limited number of polygons that can be processed in graphics processing pipeline show that the need of 3D acceleration techniques to manage crowd rendering especially in virtual heritage. Most used techniques in crowd rendering is level-of-detail (LOD) and image-based impostor

RELATED WORK
Crowd Rendering
View Frustum Culling
Culling
Image-based Impostors
Level of Detail
ACCIENT MALLACA VIRTUAL WAKLTHROUH SYSTEM
FRAMEWORK
CONCLUSION
Full Text
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