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A Multi-resolution Technique for Real-time Animation of Large Crowds

机译:大型人群实时动画的多分辨率技术

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摘要

This paper proposes a multi-resolution technique for realtime 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.
机译:本文提出了一种用于大人群实时动画的多分辨率技术,该技术对于大规模多人在线游戏非常有用。剥皮用于为紧邻的非玩家角色(NPC)以及玩家角色设置动画,顶点关键帧动画用于中距离NPC,冒名顶替者用于渲染长距离NPC。蒙皮动画和顶点关键帧动画都可以通过GPU进行加速,并且每个角色的动画都独立于其他角色。实验表明,可以实时制作成千上万个角色的动画。

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