Crowd Creation Pipeline for Games

@inproceedings{McDonnell2006CrowdCP,
  title={Crowd Creation Pipeline for Games},
  author={Rachel McDonnell and Simon Dobbyn and Carol A. O’Sullivan},
  year={2006}
}
With the increase in realism of games based in stadiums and urban environm ents, real-time crowds are becoming essential in order to provide a believable environment. However, realism is still largely lacking due to the computation required. In this paper, we describe the pipeline of work needed in order to prepare and export models from a 3D modelling package into a crowd system. For our crowd, we use a hybrid geometry/impostor approach which allows thousands of characters to be rendered of… CONTINUE READING