Infoscience (Ecole Polytechnique Fédérale de Lausanne) · 2005 · 21 citations · 8 references
Open access
ArchitectureComputer ScienceComputer GraphicsDigital RenderingRendering3D RenderingAnimationAnimation RenderingPhotorealistic RenderingRendering PipelineVirtual WorldsAnimation CachingAnimation For Virtual RealityGraphics Rendering PipelinesLevel Of Detail RepresentationVirtual Heritage Interpretation
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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Ken Perlin · ACM SIGGRAPH Computer Graphics · 1985 · 2K citations
Efficient implementation of progressive meshes
Hugues Hoppe · Computers & Graphics · 1998 · 247 citations · Full text
Simon Dobbyn, John Hamill, Keith O’Conor et al. · 2005 · 124 citations