Project Personnel:
Simon Dobbyn, John Hamill, Keith O'Conor, Carol O'Sullivan


The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise static scenes and enhance believability. In the Image Synthesis Group (ISG) in Trinity College Dublin, we have developed a large-scale interactive model of Dublin city with crowds of humans. Our novel hybrid rendering system for crowds solves the classic problem of degraded quality of image-based representations at close distances by building an impostor rendering system on top of a full, geometry-based, human animation system. This enables almost imperceptible switching between the two representations based on a "pixel to texel" ratio, with minimal popping artefacts. Seamless interchanges are further facilitated by exploiting programmable graphics hardware to efficiently enhance the realism and variety of the dynamically-lit impostors, thereby also improving on existing impostor techniques. Our results demonstrate a system capable of rendering large realistic crowds of over 50,000 individuals on commodity PCs with the visual realism of a high-resolution geometry rendering system.


This work is detailed in a paper titled "Geopostors: A Real-Time Geometry/Impostor Crowd Rendering System" and will be presented at the ACM SIGGRAPH 2005 Symposium on Interactive 3D Graphics and Games in Washington D.C in April. (Download Paper).


Living City - The Virtual Dublin Project.avi(56MB) Living City - ArmyCrowdWireframe.avi(8MB) Living City - I3DGeometryWireframes(WM9).avi(7MB)