<div dir="ltr">Congrats and Bravo to who ever mastered this issue! The sky is no limit!<div>-Doug Sanden</div></div><br><div class="gmail_quote"><div dir="ltr">On Sat, Jan 5, 2019 at 11:53 AM Andreas Plesch <<a href="mailto:andreasplesch@gmail.com">andreasplesch@gmail.com</a>> wrote:<br></div><blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex"><div dir="ltr"><div dir="ltr"><div dir="ltr"><div dir="ltr"><div>This is just an announcement that HAnim skinning using the GPU for the vertex deformation may be coming to X3dom relatively soon. </div><div><br></div><div>with GPU:</div><div><a href="https://raw.githack.com/x3dom/x3dom/87110f853ccf1d9b5784c7a4dcd743c98e45d166/test/functional/hanim/RiggedSimple.html" target="_blank">https://raw.githack.com/x3dom/x3dom/87110f853ccf1d9b5784c7a4dcd743c98e45d166/test/functional/hanim/RiggedSimple.html</a><br></div><div><br></div><div>without GPU:</div><div><a href="https://raw.githack.com/andreasplesch/Library/gh-pages/Models/HAnim/glTF/RiggedSimple.html" target="_blank">https://raw.githack.com/andreasplesch/Library/gh-pages/Models/HAnim/glTF/RiggedSimple.html</a></div><div><br></div><div>The shader has performance benefits for larger models with a lot of faces and does correct normals adjustments which fixes lighting for the models.<br></div><div><br></div><div>The implementation collects joint transformations for each vertex as a vertex shader uniform has to have data for all vertices. The collection only has to happen initially (and when joint index / weight field values would change). Vertices not affected by skinning get zero weights for all joints. This will be compatible with glTF skinning and perhaps the shader and infrastructure can be reused for that.</div><div><br></div><div>Here is the kicker times three:</div><div><a href="https://raw.githack.com/x3dom/x3dom/87110f853ccf1d9b5784c7a4dcd743c98e45d166/test/functional/hanim/JoeSkinTexcoordDisplacerKickTest.html" target="_blank">https://raw.githack.com/x3dom/x3dom/87110f853ccf1d9b5784c7a4dcd743c98e45d166/test/functional/hanim/JoeSkinTexcoordDisplacerKickTest.html</a><br></div><div><br></div><div>Todo items include using floating point texture for joint trafo upload rather than a mat4 array as is recommended for large uploads (there may be hundreds of matrices), and perhaps also moving displacer deformation also to the shader.</div><div><br></div><div>-Andreas</div></div></div></div></div>
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