Abstract
This article reports the result of an experiment which integrates GPU-accelerated skinning, sprite animation, and character behavior control. The experiment shows that the existing techniques can be neatly integrated: thousands of characters are animated at real-time and the overall motion is natural like fluid. The result is attractive for games, especially where a huge number of non-player characters such as animals or monsters should be animated.
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© 2006 Springer-Verlag Berlin Heidelberg
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Kang, I., Han, J. (2006). Massive Autonomous Characters: Animation and Interaction. In: Kalra, P.K., Peleg, S. (eds) Computer Vision, Graphics and Image Processing. Lecture Notes in Computer Science, vol 4338. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11949619_30
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DOI: https://doi.org/10.1007/11949619_30
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-68301-8
Online ISBN: 978-3-540-68302-5
eBook Packages: Computer ScienceComputer Science (R0)