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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

Exploring per-instance data

When rendering a large crowd, each actor in the crowd has certain properties. In this section, you will explore what that per-instance data is and how to pass it to the shader. This will greatly reduce the amount of data that is uploaded to the GPU as uniform arrays every frame.

Moving the skinning pipeline to a vertex shader does not completely remove needing to pass crowd-related uniform to the shader. Every actor in a crowd will need some data uploaded to the GPU. The per-instance data is much smaller than what would be uploaded if pose palette matrices were being used.

Each actor in the crowd will need a position, rotation, and scale to build a model matrix. Actors will need to know the current frame to sample and the time between the current and next frames to blend.

The total size of each actor's instance data is 11 floats and 2 integers. That's only 52 bytes per instance. Per-instance data will always be passed using uniform arrays...

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