Fast Animation Crowds Using GPU Shaders and Motion Capture Data
Animating and rendering of more than 1000 characters in real-time has been a big problem in computer animation research community. In this paper, we introduce the GPU-based technique that are able to animate and render more than thousand of characters at real-time rate where each individual character’s movement is animated using motion capture data. The core part of the proposed technique is to split the whole processes into CPU and GPU bound jobs and separate static data with dynamic data of simulation. All static data are sent to GPU memory once and frequently updated data such as transformation matrices are applied on the GPU using SSBO (Shader Storage Buffer Object). High level path planning, on the other hand, are performed in CPU side so that many complicated algorithms can be easily implemented in the application. Experiments shows that the proposed techniques have real-time performance.
KeywordsCrowd simulation GPU shaders
This work was supported by a grant from the National Research Foundation of Korea (NRF) funded by the Korean government (No. 2015R1D1A1A010590).
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