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ERATO Proceedings Istanbul 2006.pdf - Odeon

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2 Crowd Engine Resume<br />

The crowd engine which is also called VRCrowd has as a goal to render and animate at least 1000<br />

digital actors in real time. It is responsible for updating the animation and to render the spectators.<br />

The input needed per template [Ulicny2004] is two or three meshes with decreasing level of detail,<br />

four or more different textures that have different clothing styles and color key areas described in<br />

their alpha channels [deHeras2005,deHerasVSMM2005]. Given this data the VRCrowd engine can<br />

start rendering the humans, but still we need scripting and scenarios as well as audio to make the<br />

experience complete. In collaboration with the Danish Technical University (DTU) we defined<br />

camera placements for audio recordings that have the characteristics of that specific listening<br />

location. This process is called auralization, described in [Lisa2004] and relies on a sound wave ray<br />

tracing. The engine has come a long way since we started the project and its first apparition was in<br />

[Ulicny2004]. We were then using static key-framed meshes and simple whole mesh color variety.<br />

At the end of the project we have fully dynamic animation and per texel accurate color modulation<br />

[deHeras2005].<br />

Variety comes through textures and modifiable color areas. These areas defined by the artist in each<br />

texture for each color area such as the dress, jewels and hair. Each of these areas can then be<br />

modified individually and their color ranges are described in an HSB space as detailed in our work<br />

[deHeras2005]. Examples of this variety can be seen in the Fig 1, where there are 4 different<br />

templates visible: two for the patricians and noblemen. The nobles have four textures per template<br />

and the patricians have eight and using the color variety on each such texture we get a greater effect<br />

of variety. This means we work very little on creating variety and spend more time on scenario<br />

authoring and tuning.<br />

To be able to have smooth animation transitioning and updates we have all animation clips stored as<br />

quaternions and interpolate the key frames using spherical linear interpolation for each individual in<br />

the crowd for each animation that is active. To further smooth the interpolation when transitioning<br />

we use a cosine function to weight which animation clip is being more important.<br />

With the use of programmable graphics hardware we deform the mesh in the vertex shader and light<br />

it with Phong shading and apply the color variety at fragment level. This was extensibly described in<br />

[deHeras2005].

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