Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
IEEE Computer Graphics and Applications
Real-Time Rendering of Densely Populated Urban Environments
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Level of Detail for 3D Graphics
Level of Detail for 3D Graphics
Geopostors: a real-time geometry / impostor crowd rendering system
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Real-time navigating crowds: scalable simulation and rendering: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Real-time display of virtual humans: levels of details and impostors
IEEE Transactions on Circuits and Systems for Video Technology
A scalable multiagent system architecture for interactive applications
Science of Computer Programming
A distributed visualization system for crowd simulations
Integrated Computer-Aided Engineering
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Real time rendering of animated crowds has many practical multimedia applications. The Graphics Processor Unit (GPU) is being increasingly employed to accelerate associated rendering and deformation calculations. This paper explores skeletal deformation calculations on the GPU for crowds of articulated figures. It compares a few strategies for efficient reuse of such calculations on clones. We further propose ideas that will reduce chances of detecting such duplication. The system has been implemented for modern PCs with Graphics Accelerator cards that support GPU Shader Model 3.0, and come with accelerated bi-directional PCI express bus communication. We have achieved a realistic crowd population of 1000 animated humans at interactive rates.