@inproceedings{092c8e773eb747acb73ba032e0fece73,
title = "Real-time animation of large crowds",
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.",
keywords = "Character animation, GPU, Large crowds rendering, Skinning",
author = "Kang, {In Gu} and Han, {Jung Hyun}",
year = "2006",
doi = "10.1007/11872320_55",
language = "English",
isbn = "3540452591",
series = "Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)",
publisher = "Springer Verlag",
pages = "382--385",
booktitle = "Entertainment Computing, ICEC 2006 - 5th International Conference, Proceedings",
note = "5th International Conference on Entertainment Computing, ICEC 2006 ; Conference date: 20-09-2006 Through 22-09-2006",
}