“…Some advanced methods allow developers to modify the shape proportion of duplications and then retarget rigs and animations to the modified meshes [10,11] or synthesize new motions [12,13]. With the support of hardware-accelerated geometryinstancing and pseudo-instancing techniques [9,[14][15][16], multiple data of a character, including vertices, triangles, textures, skeletons, skinning weights, and animations, can be cached in the memory of a graphics processing unit (GPU). At each time when the virtual scene needs to be rendered, the renderer will alter and assemble those data dynamically without the need of fetching them from CPU main memory.…”