This paper proposes a GPU-based approach to real-time skinning animation of large crowds, where each character is animated independently of the others. In the first pass of the proposed approach, skinning is done by a pixel shader and the transformed vertex data are written into the render target texture. With the transformed vertices, the second pass renders the large crowds. The proposed approach is attractive for real-time applications such as video games. © IFIP International Federation for Information Processing 2006.
CITATION STYLE
Kang, I. G., & Han, J. H. (2006). Real-time animation of large crowds. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 4161 LNCS, pp. 382–385). Springer Verlag. https://doi.org/10.1007/11872320_55
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