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The simulation of large crowds of humans is important in many fields of computer graphics, including real-time applications such as games, as they can breathe life into otherwise static scenes and enhance believability. We present a novel hybrid rendering system for crowds that solves the classic problem of degraded quality of image-based representations at close distances by building an impostor rendering system on top of a full, geometry-based, human animation system. This enables almost
doi:10.1145/1053427.1053443
dblp:conf/si3d/DobbynHOO05
fatcat:xj7agke5b5athhkkwugqzl7fx4