Hello,

Back in the day I have done about 2000 walking skeletons for a demo using
the osgCal plugin - i.e. no instancing, separate node each of them,
software skinning (ok, skeletons don't have much skin :-p) they just shared
some data. That was running at ~20fps on a GeForce4 back then. So it is
certainly possible. Not sure how amenable the osgAnimation stuff is to that
- to me it looked a bit unfinished and clunky when I worked with it last
time.

The comment from Christian about billboards is certainly valid if you want
to scale the simulation above some ~20k-50k characters - bellow that you
probably will be able to drive fully articulated characters. With some
clever LOD you can do even something like this:

http://archiveweb.epfl.ch/vrlab.epfl.ch/Movies/Movies_index.html (scroll
down for the "Real-Time Navigating Crowds: Scalable Simulation and
Rendering" video, the paper is here:
http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.90.3149&rep=rep1&type=pdf
)

Of course, the CPU is the bottleneck, as Christian said - you need to push
as much simulation as you can on the GPU.

Jan


On Tue, Nov 20, 2012 at 3:54 PM, Christian Buchner <
[email protected]> wrote:

>
> Are you sure your agents need to be full 3D models?
>
> I've done something using perspective billboards, in the osgrvo2 sample in
> the osgRecipes repository maintained by Wang Rui. The billboards were
> rendered in Poser using a python script that rendered it out from many
> viewing angles.
>
> The GPU can easily render 10000 agents with different walking speeds at
> interactive frame rates. The bottleneck is the agent simulation on the CPU.
> ;)
>
>
> 2012/11/17 Bruno Fanini <[email protected]>
>
>> Hello osgUsers,
>>
>> Within a osg-based crowd simulator I'm currently developing, I was trying
>> to investigate a simple skeletal animation for a given set of agents.
>> I'm digging the animtkviewer.cpp example (osganimationviewer) and it
>> looks like a good solution for this case.
>>
>> In this context, I would just need a plain simple "walking" animation for
>> my characters.
>>
>> I've a set of PositionAttitudeTransforms nodes to control position &
>> attitude of a single agent, so my questions are:
>> - is it possible to control the independent speed of the walking
>> animation for a single agent? (i.e. another agent is walking faster, etc..)
>> - what about instancing 3d models? is it still possible with this
>> approach somehow? (i.e. every p.a.t pointing to the same 3d model)
>> - what about the performance drop (estimate)?
>> - is there any example out there applied to crowd simulations or similar?
>>
>> Thanks,
>>
>>
>> --
>> Bruno Fanini
>> http://BrunoFanini.co.nr
>> http://DevHelio.co.nr (Software Development)
>> http://www.facebook.com/DigitalDivadlo<http://www.facebook.com/digitaldivadlo>
>>  (Digital
>> Art)
>>
>>
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>>
>
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