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Real-time animation of human-like characters has been an active research area in computer graphics. Nowadays, more and more applications need to render various realistic scenes with human motion in crowds for interactive virtual environments. Animation and level of detail are well explored fields but little has been done to generate level of detail automatically for dynamic articulated meshes. Our approach is based on the identification of three interesting layers for run-time level of detaildoi:10.2312/pe/vriphys/vriphys08/057-066 dblp:conf/vriphys/SavoyeM08 fatcat:hqvk7eujrzcjvd54ijrncidfma