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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

Implementing GPU-based skinning

The huge advantage of GPU-based calculations is the sheer amount of parallel execution achieved using shaders. We usually use only one CPU core to calculate the vertex position because multi-threading in code is complex and not easy to implement. In contrast, a GPU can run dozens or hundreds of shader instances in parallel, depending on the model and driver. The shader units are also specialized to do vertex and matrix operations, generating even more speed in the vertex position calculation.

Moving the joints and weights to the vertex shader

To move the calculation to the vertex shader, a new shader pair needs to be created. We can use the gltf.vert vertex shader and the gltf.frag fragment shader as the basis and copy the files to new files called gltf_gpu.vert and gltf_gpu.frag.

While the fragment shader can be used without changes, the vertex shader needs a couple of additions:

layout (location = 3) in vec4 aJointNum;
layout (location...
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