ABSTRACT
The video games industry has benefited immensely from the wealth of information on instanced rendering and crowd simulation to have emerged in recent years [Dudash 07]. It has allowed developers to create a much more immersive gaming experience with hoards of visible characters that render at interactive frame rates. However, while these techniques form the basis of efficient crowd rendering within a stadium environment, they often fail to realize the unique set of problems and optimization opportunities that exist within this field. This chapter aims to extend on previous work in the field of crowd rendering, focusing predominantly on the math, techniques, and optimizations that can be made for stadium crowds.