[x3d-public] HAnim skinning on GPU
GPU Group
gpugroup at gmail.com
Sat Jan 5 12:54:52 PST 2019
Congrats and Bravo to who ever mastered this issue! The sky is no limit!
-Doug Sanden
On Sat, Jan 5, 2019 at 11:53 AM Andreas Plesch <andreasplesch at gmail.com>
wrote:
> This is just an announcement that HAnim skinning using the GPU for the
> vertex deformation may be coming to X3dom relatively soon.
>
> with GPU:
>
> https://raw.githack.com/x3dom/x3dom/87110f853ccf1d9b5784c7a4dcd743c98e45d166/test/functional/hanim/RiggedSimple.html
>
> without GPU:
>
> https://raw.githack.com/andreasplesch/Library/gh-pages/Models/HAnim/glTF/RiggedSimple.html
>
> The shader has performance benefits for larger models with a lot of faces
> and does correct normals adjustments which fixes lighting for the models.
>
> 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.
>
> Here is the kicker times three:
>
> https://raw.githack.com/x3dom/x3dom/87110f853ccf1d9b5784c7a4dcd743c98e45d166/test/functional/hanim/JoeSkinTexcoordDisplacerKickTest.html
>
> 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.
>
> -Andreas
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