A Gpu-based solution for large-scale skeletal animation simulation
Xi Pan

TL;DR
This paper presents a GPU-based skeletal animation method that efficiently handles complex, large-scale characters by optimizing update processes, surpassing traditional solutions in performance without pre-baking animations.
Contribution
The authors develop a parallel prefix tree update technique combined with traditional methods to improve GPU-based skeletal animation for complex skeletons.
Findings
Performance exceeds traditional GPU solutions for complex skeletons
Supports real-time interpolation and blending
Effective for large-scale character animation
Abstract
Skeletal animations of large-scale characters are widely used in video games. However, with a large number of characters are involved, relying on the CPU to calculate skeletal animations leads to significant performance problems. There are two main types of traditional GPU- based solutions. One is referred to as pre-baked animation texture technology. The problem with this solution is that it can only play animations from the pre-baked animation. It is impossible to perform interpolation, blending and other calculations on the animation, which affects the quality of the animations. The other solution is referred to as dedicated processing with a simple skeleton hierarchy (the number of skeleton levels < 64). This option does not need to simulate and bake animation data in advance. However, performance is dramatically impaired when processing complex skeletons with too many skeleton…
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Taxonomy
TopicsHuman Motion and Animation · Computer Graphics and Visualization Techniques · 3D Shape Modeling and Analysis
