In the context of real-time, GPU-based rendering of animated skinned meshes, we propose a new algorithm to compute surface normals with minimal overhead both in terms of the memory footprint and the required per-vertex operations. By accounting for the variation of the skinning weights over the surface, we achieve a higher visual quality compared to the standard approximation ubiquitously used in video-game engines and other real-time applications. Our method supports Linear Blend Skinning and Dual Quaternion Skinning. We demonstrate the advantages of our technique on a variety of datasets and provide a complete open-source implementation, including GLSL shaders.
Accurate and efficient lighting for skinned models
Tarini M;
2014
Abstract
In the context of real-time, GPU-based rendering of animated skinned meshes, we propose a new algorithm to compute surface normals with minimal overhead both in terms of the memory footprint and the required per-vertex operations. By accounting for the variation of the skinning weights over the surface, we achieve a higher visual quality compared to the standard approximation ubiquitously used in video-game engines and other real-time applications. Our method supports Linear Blend Skinning and Dual Quaternion Skinning. We demonstrate the advantages of our technique on a variety of datasets and provide a complete open-source implementation, including GLSL shaders.File | Dimensione | Formato | |
---|---|---|---|
prod_281191-doc_79949.pdf
solo utenti autorizzati
Descrizione: Accurate and efficient lighting for skinned models
Tipologia:
Versione Editoriale (PDF)
Dimensione
6.75 MB
Formato
Adobe PDF
|
6.75 MB | Adobe PDF | Visualizza/Apri Richiedi una copia |
prod_281191-doc_79950.pdf
solo utenti autorizzati
Descrizione: Accurate and efficient lighting for skinned models_1
Tipologia:
Versione Editoriale (PDF)
Dimensione
317.81 kB
Formato
Adobe PDF
|
317.81 kB | Adobe PDF | Visualizza/Apri Richiedi una copia |
I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.