Skip to Main Content
GPU Gems 3
book

GPU Gems 3

by Hubert Nguyen
August 2007
Intermediate to advanced content levelIntermediate to advanced
1008 pages
21h 13m
English
Addison-Wesley Professional
Content preview from GPU Gems 3

Chapter 2. Animated Crowd Rendering

Bryan Dudash NVIDIA Corporation

With game rendering becoming more complex, both visually and computationally, it is important to make efficient use of GPU hardware. Using instancing, you can reduce CPU overhead by reducing the number of draw calls, state changes, and buffer updates. This chapter shows how to use DirectX 10 instancing with vertex texture fetches to implement instanced hardware palette-skinned characters. The sample also makes use of constant buffers, and the SV_InstanceID system variable to efficiently implement the technique. With this technique, we are able to realize almost 10,000 characters, independently animating with different animations and differing meshes at 30 frames/sec on an Intel ...

Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Start your free trial

You might also like

GPU Computing Gems Emerald Edition

GPU Computing Gems Emerald Edition

Wen-mei W. Hwu
GPU PRO 3

GPU PRO 3

Wolfgang Engel

Publisher Resources

ISBN: 9780321545428Purchase book