PIPELINE FOR POPULATING GAMES WITH REALISTIC CROWDS Rachel McDonnell, Simon Dobbyn and Carol O’Sullivan Graphics, Vision and Visualisation Group Trinity College Dublin Ireland email:
[email protected] Figure 1: Realistic crowds in virtual Dublin. KEYWORDS rently, the humans that occupy crowd systems Real-time Crowds, Impostors, Cloth simula- in games use skinned meshes for their clothing, tion, Perceptual Metrics often resulting in rigid and unnatural motion of the individuals in a simulated crowd. While ABSTRACT there have been advances in the area of cloth With the increase in realism of games based simulation, both offline and in real-time, inter- in stadiums and urban environments, real-time active cloth simulation for hundreds or thou- crowds are becoming essential in order to pro- sands of clothed characters would not be pos- vide a believable environment. However, re- sible with current methods. We addressed this alism is still largely lacking due to the com- problem in previous work by devising a system putation required. In this paper, we describe for animating large numbers of clothed charac- the pipeline of work needed in order to prepare ters using pre-simulated clothing. and export models from a 3D modelling package into a crowd system. For our crowd, we use a In Dobbyn et al. [Dobbyn et al. 2006], we added hybrid geometry/impostor approach which al- realism to our crowd simulations by dressing lows thousands of characters to be rendered of the individuals in realistically simulated cloth- high visual quality. We use pre-simulated se- ing, using an offline commercial cloth simulator, quences of cloth to further enhance the charac- and integrating this into our real-time hybrid ters appearance, along with perceptual metrics geometry/impostor rendering system ([Dobbyn to balance computation with visual fidelity.