Full text: Proceedings, XXth congress (Part 5)

  
    
  
    
   
  
   
  
   
   
   
  
  
  
  
   
   
  
  
   
  
  
  
   
  
  
    
    
  
  
   
   
   
   
   
   
   
   
   
  
  
  
   
   
   
   
    
   
   
   
  
   
  
  
   
    
   
   
   
   
   
   
    
   
  
    
    
   
     
      
     
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very useful to construct real terrain models if the height data is 
not available. The user can edit the terrain by using paper maps. 
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Figure 2. Terrain Editing 
2.4.3. Terrain Surface: Aerial or space-borne images are the 
main tools that are used to texture map terrain surface in many 
VEs. This approach works when user looks at terrain from 
higher altitudes. Typical resolutions of these images are not 
sufficient when user walks through. As explained before human 
eye resolution is 1 arc minute in normal day light conditions. 
We can use this as rule of thumb to find the average resolution 
that the V-eye sees when walking through the scene. This value 
corresponds to 1.5 mm at 5 meters and 2 cm at, 70 meters. This 
calculation is dependent on contrast, shape of object, visibility 
conditions, lighting, concentration, speed ctc. To achieve 
desired image resolution, game industry uses pre-rendered high 
quality artificial textures that reflect the surface property such 
as grass, arid, rocky, cement etc. We also used such textures 
prepared by artists. 
2.2 Crowd Animation 
Crowds are part of real life. It is possible to render very realistic 
virtual 3D model of a wonder such as Hagia Sophia by using 
augmented reality techniques but it may not be enough to feel 
the viewers in the VE as they are in the real world unless the 
environment includes walking people, pigeons, vehicles etc. 
Historical battlefield scenes are typical examples where it is 
necessary to render thousands of animated characters. Our 
software managed to handle this issue. Thousands of marching 
soldiers over rough terrain are rendered successfully in real 
time. We conducted rendering performance test in virtual 
battlefield. 
22.1 Real-Time Animation: Animation of rigid body 
objects such as vehicles are relatively easier when compared to 
animation of bipeds or quadrupeds. For example human 
movement is a very complex task. Many researchers deal with 
the inclusion of animated human actors in virtual environments. 
The synthesis of human motion is one of the most challenging 
areas in computer graphics since human being possesses more 
than 200 degrees of freedom (Chung, 2000). Computer game 
industry, which is the leading power in the development of real- 
time rendering techniques, simplifies this complicated issue. 
Below are some popular techniques that are used for real-time 
character animation (Anderson, 2001). 
* 3D hierarchic articulated object animation. 
«  Key-frame animation. 
* Skeletal animation. 
® Real-time inverse kinematics. 
3D hierarchic articulated object animation uses local and 
general transformation matrices to perform animation of each 
body part separately and character as a whole. This method 
consumes less memory and computation cost is low but the 
quality of visual output is very poor due to gaps between 
separate body parts. In key-frame animation a character model 
is taken and using 3D modeling tools animates a loop of action 
such as walk. This animation contains different but limited 
number of 3D character poses while moving. These poses are 
known as key frames. In order to smooth this animation new 
frames are interpolated which are called in-betweens. Realistic 
animations can be done with this technique. The advantage is 
low computational cost. Main disadvantages are the size of 
required memory space and limitation of using only predefined 
actions. Skeletal animation technique is used to make more 
realistic animation of articulated characters in virtual 
environments. Many popular 3D games use skeletal animation. 
Inverse kinematics can be considered as an alternative 
animation method. When initial and final positions of objects at 
specified times are given motion parameters are computed by 
the system (Hearn & Baker 1997). This method requires more 
computation than preceding methods. 
  
Figure 3. Walk Animation 
In this study considering memory, computation costs, visual 
quality and other requirements of real-time rendering we 
decided to use key-framed animations prepared in 3D Studio 
Max format. Since we deal with real-time rendering of high 
number of virtual characters, we had to minimize polygons to 
be rendered. LOD management and visibility culling are the 
main methods used in this study for crowd animation. 
Three different sets of virtual characters with high, medium and 
low polygon counts are used in this study. Distance is the 
criterion to choose the appropriate LOD. The user can perceive 
distinct transition between two models at different levels of 
detail. This disadvantage can be eliminated by using 
progressive meshes that are redefined at run-time to provide 
smooth transition (Sullivan et al., 2002). Progressive meshes are 
not implemented in this study and considered as a future work. 
We applied standard back-face culling. We also implemented 
frustum culling. To minimize number of comparisons we 
organized virtual characters into groups. Inspired by roman 
army structure we called these groups as legions. Each legion 
has its own bounding sphere that is used for frustum culling. 
We also used special indices to keep track of terrain 
block/blocks which legion and every single virtual character is 
on. Since we control visibility of terrain blocks according to 
quad-tree structure prior to every visibilite and LOD 
management, this mechanism decreases frustum-culling check 
significantly. If a legion passes frustum-culling test we then 
check every virtual character's bounding sphere. The distance
	        
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