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GPU Gems
2004

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2005

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2007

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2002

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2003

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2004

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2006

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2006

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2008

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2009

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2010

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2011

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2012

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Graphics: Animation and Skinning


Animated Crowd Rendering

Bryan Dudash (NVIDIA Corporation)
GPU Gems 3, 2007.

DirectX 10 Blend Shapes: Breaking the Limits

Tristan Lorach (NVIDIA Corporation)
GPU Gems 3, 2007.

GPU-Generated Procedural Wind Animations for Trees

Renaldas Zioma (Electronic Arts/Digital Illusions CE)
GPU Gems 3, 2007.

Vegetation Procedural Animation and Shading in Crysis

Tiago Sousa (Crytek)
GPU Gems 3, 2007.

Animating Vegetation Using GPU Programs

Ali Botorabi
ShaderX5, 2006.

Large Crowds of Autonomous Animated Characters Using Fragment Shaders and Level of Detail

Erik Mill�n, Benjam�n Hern�ndez, and Isaac Rudom�n
ShaderX5, 2006.

Synthesis of Realistic Idle Motion for Interactive Characters

Arjan Egges, Thomas Di Giacomo, and Nadia Magnenat-Thalmann (MIRALab, University of Geneva)
Game Programming Gems 6, 2006.

Morph Target Animation Using DirectXMorph

Christian Kleinhuis
ShaderX4, 2006.

Real-Time Character Animation on the GPU

Michael Nischt and Elisabeth Andr?br>ShaderX4, 2006.

True-to-Life Real-Time Animation of Shallow Water on Today�s GPUs

Yung-feng Chi
ShaderX4, 2006.

Spline-Based Time Control for Animation

James Van Verth (Red Storm Entertainment)
Game Programming Gems 5, 2005.

Hair Animation and Rendering in the Nalu Demo

Hubert Nguyen and William Donnelly (NVIDIA Corporation)
GPU Gems 2, 2005.

Animation in the "Dawn" Demo

Curtis Beeson (NVIDIA)
GPU Gems, 2004.

Hardware Skinning with Quaternions

Jim Hejl (Electronic Arts Tiburon)
Game Programming Gems 4, 2004.

Hardware Skinning with Quaternions

Jim Hejl (Electronic Arts Tiburon)
Game Programming Gems 4, 2004.

Motion Capture Data Compression

Soren Hannibal (Shiny Entertainment)
Game Programming Gems 4, 2004.

Real-Time Animation of Trees

Thomas Di Giacomo (MIRALab - University of Geneva), St�phane Capo (Oktal), and Fran�ois Faure (iMAGIS Lab)
Graphics Programming Methods, 2003.

Scripted Bodies and Spline-Driven Animation

Kenny Erleben and Knud Henriksen (University of Copenhagen)
Graphics Programming Methods, 2003.

Subdivision Surfaces for Character Animation

William Leeson (Trinity College, Dublin)
Game Programming Gems 3, 2002.
Abstract: This article introduces subdivision surfaces as a means of improving the appearance of game characters. First, we will present the different schemes available, focusing on two implementations of subdivision surfaces. Then, we will explore a number of optimization methods based on culling and preprocessing.

Improved Deformation of Bones

Jason Weber (Intel Corporation)
Game Programming Gems 3, 2002.
Abstract: This article describes how to avoid joint pinching from typical skinning methods by introducing additional bones at troublesome joints, such as the elbow and knees. By carefully reworking the weighting data to account for these 'links,' we can use the same simple core deformation algorithm and only incur the small additional burden of a few extra bones.

A Framework for Realistic Character Locomotion

Thomas Young (PathEngine)
Game Programming Gems 3, 2002.
Abstract: This article presents a solution to the foot sliding problem based on adjusting the position of the feet only when they are already in motion. A framework is described for applying this idea to the problem of realistic character animation by using independent modifiers for different parts of a skeleton.

Character Animation with Direct3D Vertex Shaders

David Gosselin
ShaderX, 2002.

3ds max Skin Exporter and Animation Toolkit

Marco Tombesi
Game Programming Gems 2, 2001.

Classic Super Mario 64 Third-Person Control and Animation

Steve Rabin (Nintendo of America)
Game Programming Gems 2, 2001.
Abstract: This article will deal with the basic issues of controlling and animating a character from a third-person perspective. While it seems straightforward enough (just copy Super Mario 64), it's not as trivial as it first appears. There are many small nuggets of wisdom that can often take weeks of trial and error to discover.

Interpolated 3D Keyframe Animation

Herbert Marselas (Ensemble Studios)
Game Programming Gems, 2000.

A Fast and Simple Skinning Technique

Torgeir Hagland (Shiny Entertainment)
Game Programming Gems, 2000.

Filling in the Gaps-Advanced Animation Using Stitching and Skinning

Ryan Woodland (Nintendo Technology Development)
Game Programming Gems, 2000.

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