From Far and Near: Perceptual Evaluation of Crowd Representations Across Levels of Detail
Xiaohan Sun, Carol O'Sullivan
TL;DR
This study addresses how humans perceive crowd representations rendered at different levels of detail and distances. By combining a controlled user study with quantitative metrics (PSNR, SSIM, LPIPS) and a memory-footprint analysis, it compares Mesh, Impostor, NeRF, and 3D Gaussian representations across LoD levels. The results show neural representations (NeRF, 3DGS) closely approximate a high-resolution mesh at high detail, while image-based impostors excel in efficiency at distance; 3D Gaussians offer a robust mid-to-high LoD option, and traditional meshes excel at near-view fidelity. The work delivers a perception-driven LoD pipeline and toolkit, guiding designers to balance fidelity and performance in real-time crowd rendering and enabling adaptive, perceptually informed LoD scheduling.
Abstract
In this paper, we investigate how users perceive the visual quality of crowd character representations at different levels of detail (LoD) and viewing distances. Each representation: geometric meshes, image-based impostors, Neural Radiance Fields (NeRFs), and 3D Gaussians, exhibits distinct trade-offs between visual fidelity and computational performance. Our qualitative and quantitative results provide insights to guide the design of perceptually optimized LoD strategies for crowd rendering.
