Rendering Skinned Crowds in Unity
Details
Gabriel de la Cruz will be giving a talk on rendering skinned crowds efficiently — real techniques for animating thousands of characters at once.
Gabriel de la Cruz - Senior Graphics Engineer, Unity
We'll look at baking bone animations into textures, moving transform data off the CPU entirely, and then performing the skinning directly in the shader — sampling that baked data per-vertex to animate massive crowds without tanking performance.
Program:
17:30 - Sandwiches, sodas and mingling
18:00 - Welcome
18:10 - Talk
19:30 (approx.) - Mingling continues
21:30 - Venue closing
