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.
CITATION STYLE
Kang, I., & Han, J. (2006). Massive Autonomous Characters: Animation and Interaction (pp. 333–338). https://doi.org/10.1007/11949619_30
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