Fast rendering of large crowds using GPU

Hunki Park, Junghyun Han

Research output: Chapter in Book/Report/Conference proceedingConference contribution

3 Citations (Scopus)


This paper proposes a fast rendering algorithm for real-time animation of large crowds, which is essential for video games with a large number of non-player characters. The proposed approach leaves the minimal work of rendering to CPU, and makes GPU take all the major work, including LOD assignment and view frustum culling, which have been the typical tasks of CPU. By offloading the rendering overhead from CPU, the approach enables the CPU to perform intensive computations for crowd simulation. The experiments show that tens of thousands of characters can be skin-animated in real time.

Original languageEnglish
Title of host publicationEntertainment Computing - ICEC 2008 - 7th International Conference, Proceedings
EditorsScott M. Stevens, Shirley J. Saldamarco
PublisherSpringer Verlag
Number of pages6
ISBN (Print)3540892214, 9783540892212
Publication statusPublished - 2008
Event7th International Conference on Entertainment Computing, ICEC 2008 - Pittsburgh, PA, United States
Duration: 2008 Sept 252008 Sept 27

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume5309 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349


Other7th International Conference on Entertainment Computing, ICEC 2008
Country/TerritoryUnited States
CityPittsburgh, PA


  • Crowd rendering
  • GPU
  • Instancing
  • Skinning

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science


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