Hello Jan and Christian, Thanks for your hints The simulation has to run on medium-sized crowds (order of 1000-2000 agents) since we are planning to run on just a portion of a city, so actually theres no need for huge-sized crowds. At least not at the present times. The architecture I'm developing should allow to separate completely the engine (collisions, social influences, etc) and let a separate FrontEnd to receive produced data, so it should be feasible both at CPU and GPU level.
Now I'm wondering where I can find some osgAnimation-based characters (apart from the classic "avatar.osg" in osg-data) or how can I generate a very basic walking character - I just need to control independently the walking speed - and have some tests. I've read something involving the Blender exporter: is this the only workflow (modeling) or I can find some basic animated agents around on the web that I can somehow convert to a osgAnimation-based setup? Thanks, On Tue, Nov 20, 2012 at 5:16 PM, Jan Ciger <jan.ci...@gmail.com> wrote: > 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 < > christian.buch...@gmail.com> 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 <phoeni...@gmail.com> >> >>> 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) >>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> osg-users@lists.openscenegraph.org >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >>> >> >> _______________________________________________ >> osg-users mailing list >> osg-users@lists.openscenegraph.org >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- 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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