A Rendering Pipeline for Real-Time Crowds

Benjam´ın Herna´ndez and Isaac Rudomin · 2012

In motion pictures, large crowds of computer-generated characters are usually included to produce battle scenes of epic proportions. In real-time strategy games, it is common to find crowds as armies controlled by users (or AI), or crowds made up of non-player characters (e.g., groups of spectators in a stadium). In virtual environments, it is common to find crowd simulations that interact with other characters and with their surrounding environment.

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