Real-time rendering of detailed animated characters in crowd simulations is still a challenging problem in computer graphics. State-of-the-art approaches can render up to several thousand agents by consuming most of the graphics processing unit (GPU) resources, leav- ing little room for other GPU uses such as driving the crowd simulation. Polygonal meshes deformed through skinning in real time are suitable for simulations involving a relatively small number of agents, since the rendering cost of each animated character is proportional to the complexity of its polygonal representation. A number of techniques have been proposed to accelerate the rendering of animated characters. Besides view frustum and occlusion culling ...