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C++ Game Animation Programming - Second Edition

You're reading from  C++ Game Animation Programming - Second Edition

Product type Book
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Pages 480 pages
Edition 2nd Edition
Languages
Concepts
Authors (2):
Michael Dunsky Michael Dunsky
Profile icon Michael Dunsky
Gabor Szauer Gabor Szauer
Profile icon Gabor Szauer
View More author details

Table of Contents (22) Chapters

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window 3. Chapter 2: Building an OpenGL 4 Renderer 4. Chapter 3: Building a Vulkan Renderer 5. Chapter 4: Working with Shaders 6. Chapter 5: Adding Dear ImGui to Show Valuable Information 7. Part 2: Mathematics Roundup
8. Chapter 6: Understanding Vector and Matrix 9. Chapter 7: A Primer on Quaternions and Splines 10. Part 3: Working with Models and Animations
11. Chapter 8: Loading Models in the glTF Format 12. Chapter 9: The Model Skeleton and Skin 13. Chapter 10: About Poses, Frames, and Clips 14. Chapter 11: Blending between Animations 15. Part 4: Advancing Your Code to the Next Level
16. Chapter 12: Cleaning Up the User Interface 17. Chapter 13: Implementing Inverse Kinematics 18. Chapter 14: Creating Instanced Crowds 19. Chapter 15: Measuring Performance and Optimizing the Code 20. Index 21. Other Books You May Enjoy

A quick take on splines

In computer graphics, a spline is a curve, defined piecewise by polynomials. A polynomial for splines is a formula, where a single variable is used with different exponents and the results are summed up:

<mml:math xmlns:mml="http://www.w3.org/1998/Math/MathML" xmlns:m="http://schemas.openxmlformats.org/officeDocument/2006/math" display="block"><mml:msub><mml:mrow><mml:mi mathvariant="bold-italic">h</mml:mi></mml:mrow><mml:mrow><mml:mn>00</mml:mn></mml:mrow></mml:msub><mml:mfenced separators="|"><mml:mrow><mml:mi mathvariant="bold-italic">t</mml:mi></mml:mrow></mml:mfenced><mml:mo>=</mml:mo><mml:mn>2</mml:mn><mml:msup><mml:mrow><mml:mi mathvariant="bold-italic">t</mml:mi></mml:mrow><mml:mrow><mml:mn>3</mml:mn></mml:mrow></mml:msup><mml:mo>-</mml:mo><mml:mn>3</mml:mn><mml:msup><mml:mrow><mml:mi mathvariant="bold-italic">t</mml:mi></mml:mrow><mml:mrow><mml:mn>2</mml:mn></mml:mrow></mml:msup><mml:mo>+</mml:mo><mml:mn>1</mml:mn></mml:math>

In the preceding formula, the first of the four base polynomials of a cubic Hermite spline is shown. Here, the t variable is used in a cubic and a squared version, and a real number is added to the polynomial.

Different spline variants use different polynomials to generate the resulting curved lines. The plots for the basic functions of the usually used spline variants – B-splines, Bezier, and Hermite splines – are drawn in Figure 7.12:

Figure 7.12: The basic functions for B-splines, Bezier, and Hermite splines

Figure 7.12: The basic functions for B-splines, Bezier, and Hermite splines

The construction of a spline can be done with numerical calculations, by solving all the polynomials for the given interpolation point between 0 and 1. Other splines can be created more easily by using...

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