Real-Time Large Crowd Rendering with Efficient Character and Instance Management on GPU
An example illustrating the data structures for storing vertices and triangles of three instances in VBO and IBO, respectively. Those data are stored on the GPU and all data operations are executed in parallel on the GPU. The VBO and IBO store data for all instances that are selected from the array of original vertices and triangles of the source characters. and arrays are the LOD section result.