ABSTRACT

Computer-generated characters are central to an animated feature film and need to deliver appealing, believable on-screen performances. As such, character rigs continue to expand in complexity (for example, higher fidelity skin, clothing, and hair). This leads to growing computational demands as animators wish to interact with complex rigs at interactive frame rates. Since single threaded CPU performance is no longer increasing at previous rates, it is necessary to find alternative means to improve rig performance.