
Rendering Skinned Crowds in Unity
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




