Skip to main navigation Skip to search Skip to main content

A multi-resolution technique for real-time animation of large crowds

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

This paper proposes a multi-resolution technique for real-time animation of large crowds, which is useful for massively multi-player online games. Skinning is used to animate non-player characters (NPCs) at close proximity as well as player characters, vertex keyframe animation is used for middle-distance NPCs, and impostors are used for rendering long-distance NPCs. Both of skinning and vertex keyframe animation are accelerated by GPU, and each character is animated independently of the others. The experiments show that hundreds of thousands of characters can be animated at real-time.

Original languageEnglish
Title of host publicationComputer and Information Sciences - ISCIS 2006
Subtitle of host publication21th International Symposium, Proceedings
PublisherSpringer Verlag
Pages384-393
Number of pages10
ISBN (Print)3540472428, 9783540472421
DOIs
StatePublished - 2006
EventISCIS 2006: 21th International Symposium on Computer and Information Sciences - Istanbul, Turkey
Duration: 1 Nov 20063 Nov 2006

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume4263 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

ConferenceISCIS 2006: 21th International Symposium on Computer and Information Sciences
Country/TerritoryTurkey
CityIstanbul
Period1/11/063/11/06

Keywords

  • Character animation
  • GPU
  • Impostor
  • Large crowds rendering
  • Skinning
  • Vertex keyframe animation

Fingerprint

Dive into the research topics of 'A multi-resolution technique for real-time animation of large crowds'. Together they form a unique fingerprint.

Cite this