Abstract

AbstractThis 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.Keywordsgamecharacter animationskinningimpostorbehavior controlGPU

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