Real-Time Animation of large Crowds

  • Kang, In-Gu (Game Research Center, College of Information and Communications, Korea University) ;
  • Han, Jung-Hyun (Game Research Center, College of Information and Communications, Korea University)
  • Published : 2007.02.05

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.

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