Rendering Technology of Animated Virtual Human
The fast rendering of large-scale animated human crowds is a very important and interesting problem in research fields of virtual reality, it can be used to do analysis of animated human crowds’regular in museums, theatres, battlefields and so on, owning a bright future. It possesses two main features, one is that the rendering triangular patches are too much, the other is that the human skeletal structures are highly complicated. That makes the rendering of large-scale animated human crowds has technology difficulties. With the problems, this paper does research on the technology of the large-scale animated crowds’rendering, in order to raise the scale and efficiency.The main work of this paper is as follows:(1) In the rendering of large-scale animated human crowds, the virtual human representation and it’s driven deformation method are the base. With the features of large-scale human crowds’rendering, this paper does research on the virtual human representation and it’s driven deformation method, put forward a method which is combination of Surface Modeling and Skeleton Driven Deformation to realize the rendering of large-scale animated human crowds.(2) Doing research on the technology of a single virtual human’s rendering. With the problem of highly complicated human skeletal structures and massive number of DOF, combinating the current rendering technology, applying the multilevel pipelining of GPU, put forward the algorithm of virtual human skeletal animation computing based on GPU, raising the drawing efficiency.(3) Doing research on the technology of multiple virtual human’s rendering. With the problem of too much triangular patches needed to be rendering ,make improvement on the technology of instancing based on GPU and combinate the method of LOD, put forward the algorithm of large-scale animated virtual human rendering based on instancing. This algorithm reduces the communicating overhead between CPU and GPU, raises the efficiency of large-scale animated virtual human rendering.It is proved by experiments that with the continual increasing on character’s number, the performance of rendering is augmented largely.