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, MARCO;
2014-01-01

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.
2014
http://vcg.isti.cnr.it/deformFactors/
http://onlinelibrary.wiley.com/doi/10.1111/cgf.12330/full
Tarini, Marco; Panozzo, D.; Sorkine Hornung, O.
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11383/2023932
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