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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

Optimizing texel fetches

Even on a gaming PC, rendering over 200 crowd characters will take more than 4 milliseconds, which is a pretty long time, assuming you have a 16.6 ms frame time. So, why is crowd rendering so expensive?

Every time the GetPose helper function is called, the shader performs 6 texel fetches. Since each vertex is skinned to four influences, that's 24 texel fetches per vertex! Even with a low poly model, that is a lot of texel fetches. Optimizing this shader will boil down to minimizing the number of texel fetches.

The following sections present different strategies you can use to minimize the number of texel fetches per vertex.

Limiting influences

A naive way to optimize texel fetches would be to add a branch to the shader code. After all, if the weight of the matrix is 0, why bother getting the pose? This optimization could be implemented as follows:

    mat4 pose0 = (weights.x < 0.0001)? 
     ...
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