Real-time animation of large crowds

In Gu Kang, Jung Hyun Han

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

    Abstract

    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.

    Original languageEnglish
    Title of host publicationEntertainment Computing, ICEC 2006 - 5th International Conference, Proceedings
    PublisherSpringer Verlag
    Pages382-385
    Number of pages4
    ISBN (Print)3540452591, 9783540452591
    DOIs
    Publication statusPublished - 2006
    Event5th International Conference on Entertainment Computing, ICEC 2006 - Cambridge, United Kingdom
    Duration: 2006 Sept 202006 Sept 22

    Publication series

    NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
    Volume4161 LNCS
    ISSN (Print)0302-9743
    ISSN (Electronic)1611-3349

    Conference

    Conference5th International Conference on Entertainment Computing, ICEC 2006
    Country/TerritoryUnited Kingdom
    CityCambridge
    Period06/9/2006/9/22

    Keywords

    • Character animation
    • GPU
    • Large crowds rendering
    • Skinning

    ASJC Scopus subject areas

    • Theoretical Computer Science
    • General Computer Science

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