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C++ Game Animation Programming

You're reading from   C++ Game Animation Programming Learn modern animation techniques from theory to implementation using C++, OpenGL, and Vulkan

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Product type Paperback
Published in Dec 2023
Publisher Packt
ISBN-13 9781803246529
Length 480 pages
Edition 2nd Edition
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Authors (2):
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Gabor Szauer Gabor Szauer
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Gabor Szauer
Michael Dunsky Michael Dunsky
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Michael Dunsky
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Toc

Table of Contents (22) Chapters Close

Preface 1. Part 1:Building a Graphics Renderer
2. Chapter 1: Creating the Game Window FREE CHAPTER 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

Summary

In this chapter, we explored the skeleton of the glTF model and different methods of applying the vertex skin to the character model.

First, we created a tree structure for the skeleton. This step is required for the vertex skinning process, as we need the transformation matrices of the nodes to alter the vertex positions properly.

Next, we extracted all the data elements from the glTF file required to apply the vertex skinning. The CPU-based skinning was done to show the basic principle of the process. Then, we switched to GPU-based vertex skinning, moving the calculations from the processor to the vertex shader. Using the GPU instead of the CPU leads to a huge performance boost, as the massive parallel shader calculation is much faster than our single CPU core.

Finally, we added dual quaternion vertex skinning as a GPU skinning variant. Using dual quaternions enables a better, volume-retaining transformation behavior than linear blending. The dual quaternion approach...

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