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GPU-based Motion Matching for Crowds in the Unreal Engine

Nagaraj Raparthi, Eric Acosta, Alan Liu, Tim McLaughlin

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

3 Scopus citations

Abstract

Motion Matching is a computationally expensive animation selection process where a motion capture database is regularly searched to identify the best frame of animation to be played. This study presents a process used to compute these calculations in parallel by using multiple GPU threads. The described work is shown to greatly reduce the computational time of CPU - based Motion Matching within the Unreal Engine.

Original languageEnglish
Title of host publicationSIGGRAPH Asia 2020 Posters. SA 2020
PublisherAssociation for Computing Machinery, Inc
ISBN (Electronic)9781450381130
DOIs
StatePublished - 4 Dec 2020
EventSIGGRAPH Asia 2020 Posters - International Conference on Computer Graphics and Interactive Techniques, SA 2020 - Virtual, Online, Korea, Republic of
Duration: 4 Dec 202013 Dec 2020

Publication series

NameSIGGRAPH Asia 2020 Posters. SA 2020

Conference

ConferenceSIGGRAPH Asia 2020 Posters - International Conference on Computer Graphics and Interactive Techniques, SA 2020
Country/TerritoryKorea, Republic of
CityVirtual, Online
Period4/12/2013/12/20

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