Polyposters: 2D Polygonal Impostors for 3D Crowds

Kavan, L; Dobbyn, S; Collins, Steven; Zara, J and O'Sullivan, C. 2008. Polyposters: 2D Polygonal Impostors for 3D Crowds. ACM Symposium on Interactive 3D Graphics and Games, pp. 149-155. [Article]

No full text available

Abstract or Description

ACM Symposium on Interactive 3D Graphics and Games Redwood City, CA, February 15 - 17, 2008

Various methods have been proposed to animate and render large crowds of humans in real time for applications such as games and interactive walkthroughs. Recent methods have been developed to render large numbers of pre-computed image-based human representations (Impostors) by exploiting commodity graphics hardware, thus achieving very high frame-rates while maintaining visual fidelity. Unfortunately, these images consume a lot of texture memory, no in betweening is possible, and the variety of animations that can be shown is severely restricted. This paper proposes an alternative method that significantly improves upon pre-computed impostors: automatically generated 2D polygonal characters (or Polypostors). When compared with image-based crowd rendering systems, Polypostors exhibit a similarly high level of rendering efficiency and visual fidelity, with considerably lower memory requirements (up to a factor of 30 in our test cases). Furthermore, Polypostors enable simple in-betweening and can thus deliver a greater variety of animations at any required level of smoothness with almost no overhead.

Item Type:


Identification Number (DOI):


Departments, Centres and Research Units:




Item ID:


Date Deposited:

02 Dec 2015 11:48

Last Modified:

07 Jan 2016 17:20

Peer Reviewed:

Yes, this version has been peer-reviewed.



Edit Record Edit Record (login required)