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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Chapter 15: Rendering Instanced Crowds

This final chapter explores how to render large crowds using instancing. Crowd rendering is an interesting topic because it moves pose generation (sampling) and blending onto the GPU, making the entire animation pipeline run in a vertex shader.

To move pose generation to the vertex shader, animation information needs to be encoded in a texture. The focus of this chapter will be encoding animation data into textures and using that texture to create an animated pose.

Without instancing, drawing a large crowd would mean making lots of draw calls, which would hurt the frame rate. Using instancing, one mesh can be drawn many times. If there is only one draw call, the animated poses for each character in the crowd will need to be generated differently.

In this chapter, you will explore moving animation sampling into the vertex shader in order to draw large crowds. The following topics will be covered in this chapter:

  • Storing arbitrary...
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