Show/Hide Menu
Hide/Show Apps
Logout
Türkçe
Türkçe
Search
Search
Login
Login
OpenMETU
OpenMETU
About
About
Open Science Policy
Open Science Policy
Open Access Guideline
Open Access Guideline
Postgraduate Thesis Guideline
Postgraduate Thesis Guideline
Communities & Collections
Communities & Collections
Help
Help
Frequently Asked Questions
Frequently Asked Questions
Guides
Guides
Thesis submission
Thesis submission
MS without thesis term project submission
MS without thesis term project submission
Publication submission with DOI
Publication submission with DOI
Publication submission
Publication submission
Supporting Information
Supporting Information
General Information
General Information
Copyright, Embargo and License
Copyright, Embargo and License
Contact us
Contact us
Visibility grid method for efficient crowd rendering wirh shadows
Download
index.pdf
Date
2012
Author
Koçdemir, Şahin Serdar
Metadata
Show full item record
Item Usage Stats
235
views
126
downloads
Cite This
Virtual crowd rendering have been used in film industry with offine rendering methods for a long time. But its existence in interactive real-time applications such as video games is not so common due to the limited rendering power of current graphics hardware. This thesis describes a novel method to improve shadow mapping performance of a crowded scene by taking into account the screen space visibility of the casted shadow of a crowd instance when rendering the shadow maps. A grid-based visibility mask creation method is proposed which is irrelevant to scene complexity. This improves the rendering performance especially when there are many occluded instances of the crowd which is a common scenario in urban environments and accelerates the usage of crowds in real time applications, such as games. We compute visibility of all agents in a crowd in parallel on the graphics processing unit(GPU) without having a requirement of a stencil bu er or light direction dependent shadow mask. Technique also improves the view space rendering time by reducing the visibility check cost of the agents that are located on the invisible areas of the scene. The methodology introduced in this thesis gets more effective in each shadow map rendering pass by re-using the same visibility mask for shadow caster culling and enables many local lights with shadows. We also give a brief information about the state of the art of crowd rendering and shadowing, explaining how suitable the method with the implementations of different shadow mapping approaches. The technique is very well compatible with the modern crowd rendering techniques such as skinned instancing, dynamic level of detail(LOD) determination and GPU-based simulation.
Subject Keywords
Image processing
,
Digital image correlation
,
Imaging systems
,
Video games.
URI
http://etd.lib.metu.edu.tr/upload/12615107/index.pdf
https://hdl.handle.net/11511/21915
Collections
Graduate School of Informatics, Thesis
Suggestions
OpenMETU
Core
Intra prediction with 3-tap filters for lossless and lossy video coding
Ranjbar Alvar, Saeed; Kamışlı, Fatih; Department of Electrical and Electronics Engineering (2016)
Video coders are primarily designed for lossy compression. The basic steps in modern lossy video compression are block-based spatial or temporal prediction, transformation of the prediction error block, quantization of the transform coefficients and entropy coding of the quantized coefficients together with other side information. In some cases, this lossy coding architecture may not be efficient for compression. For example, when lossless video compression is desirable, the transform and quantization steps...
Efficient rendering of complex scenes on heterogeneous parallel architectures
Yıldırım Kalkan, Gökçe; İşler, Veysi; Department of Computer Engineering (2014)
In computer graphics, generating high-quality images at high frame rates for rendering complex scenes is a challenging task. A well-known approach to tackling this important task is to utilize parallel processing through distributing rendering and simulation tasks to different processing units. In this thesis, several methods of distributed rendering architectures are investigated, and the bottlenecks in distributed rendering are analyzed. Based on this analysis, guidelines for distributed rendering in a ne...
Visual-inertial sensor fusion for 3D urban modeling
Sırtkaya, Salim; Alatan, Abdullah Aydın; Department of Electrical and Electronics Engineering (2013)
In this dissertation, a real-time, autonomous and geo-registered approach is presented to tackle the large scale 3D urban modeling problem using a camera and inertial sensors. The proposed approach exploits the special structures of urban areas and visual-inertial sensor fusion. The buildings in urban areas are assumed to have planar facades that are perpendicular to the local level. A sparse 3D point cloud of the imaged scene is obtained from visual feature matches using camera poses estimates, and planar ...
Automatic tests for camera performance analysis
Hasarpa, Alican; Akar, Gözde; Department of Electrical and Electronics Engineering (2018)
The camera technology is consistently improving, with high definition, smartcameras being utilized all around the world. Because of the different quality of such cameras, the camera performance analysis plays a critical role for the end users in order to determine the real difference between the available alternatives. The image quality of a camera may be assessed visually using digitally generated test patterns in a controlled environment. The main purpose of this thesis is to automate this assessment and ...
Image dynamic range enhancement
Özyürek, Serkan; Akar, Gözde; Department of Electrical and Electronics Engineering (2011)
In this thesis, image dynamic range enhancement methods are studied in order to solve the problem of representing high dynamic range scenes with low dynamic range images. For this purpose, two main image dynamic range enhancement methods, which are high dynamic range imaging and exposure fusion, are studied. More detailed analysis of exposure fusion algorithms are carried out because the whole enhancement process in the exposure fusion is performed in low dynamic range, and they do not need any prior inform...
Citation Formats
IEEE
ACM
APA
CHICAGO
MLA
BibTeX
Ş. S. Koçdemir, “Visibility grid method for efficient crowd rendering wirh shadows,” M.S. - Master of Science, Middle East Technical University, 2012.