Chapter 11: Optimizing the Animation Pipeline
By now, you have written an entire animation system that can load a standard file format, gLTF, and perform skinning on either the CPU or GPU. The animation system performs well enough for most simple animations.
In this chapter, you will explore the ways to optimize the animation system to make it faster and less resource-intensive. This involves exploring alternative ways to perform skinning, improving the speed of sample animation clips, and revisiting how matrix palettes are generated.
Each of these topics is explored on its own, and you can choose to implement as few or as many of these optimizations as you wish. All of them are simple and can be used to replace a less optimal version of the pipeline with ease.
The following topics will be covered in this chapter:
- Pre-generating the skin matrix
- Storing the skin pallette in a texture
- Faster sampling
- The Pose palette generation
- Exploring
Pose::GetGlobalTransform...