Real-time animation of large crowds

In G. Kang, Junghyun 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 publicationLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Pages382-385
Number of pages4
Volume4161 LNCS
Publication statusPublished - 2006 Oct 23
Event5th International Conference on Entertainment Computing, ICEC 2006 - Cambridge, United Kingdom
Duration: 2006 Sep 202006 Sep 22

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume4161 LNCS
ISSN (Print)03029743
ISSN (Electronic)16113349

Other

Other5th International Conference on Entertainment Computing, ICEC 2006
CountryUnited Kingdom
CityCambridge
Period06/9/2006/9/22

Keywords

  • Character animation
  • GPU
  • Large crowds rendering
  • Skinning

ASJC Scopus subject areas

  • Biochemistry, Genetics and Molecular Biology(all)
  • Computer Science(all)
  • Theoretical Computer Science

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  • Cite this

    Kang, I. G., & Han, J. (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). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 4161 LNCS).