A technical presentation on how to animate and render thousands of skinned characters interactively using the GPU for real-time visualization. Autodesk introduced the ìproject Geppettoî plugin to 3ds Max 2013 allowing to generate crowd flows to a model in order to populate it. The generated crowd motion files can be replayed like any animation. We collaborated with the Geppetto team in order to develop a real-time GPU accelerated viewer of the crowd animation using the same asset as the plugin. The characters are animated and rendered on the GPU, all the character graphics resource as well as the repertoire of motion clips are loaded on video memory. The input to each character animation is a motion path describing the path and the blending of motion clips at each frame. The algorithm performs the animation skeleton from this motion path which update the skeleton pose of the character and then render it performing skinning. In order to gain performances with the GPU, the characters are instanced so the steps of the algorithm can be performed efficiently in large batch on the GPU. We will detail the architecture of the real-time viewer and demonstrate its performances.