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Direct3D Rendering Cookbook

You're reading from  Direct3D Rendering Cookbook

Product type Book
Published in Jan 2014
Publisher
ISBN-13 9781849697101
Pages 430 pages
Edition 1st Edition
Languages

Table of Contents (19) Chapters

Direct3D Rendering Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Getting Started with Direct3D 2. Rendering with Direct3D 3. Rendering Meshes 4. Animating Meshes with Vertex Skinning 5. Applying Hardware Tessellation 6. Adding Surface Detail with Normal and Displacement Mapping 7. Performing Image Processing Techniques 8. Incorporating Physics and Simulations 9. Rendering on Multiple Threads and Deferred Contexts 10. Implementing Deferred Rendering 11. Integrating Direct3D with XAML and Windows 8.1 Further Reading
Index

Preparing the vertex shader and buffers for vertex skinning


In this recipe, we will update our vertex structure, constant buffers, and vertex shader to support the transforming of vertices based on an underlying bone structure.

The key component of vertex skinning or skinning is the hierarchy of pose and movement that is produced by a bone structure or skeleton within a mesh (also known as an armature). As we know from basic anatomy, a skeleton provides, among other functions, a mechanism for transmitting muscular forces. It is a collection of bones, each connected to another.

We apply the same concept to the armature of a mesh. We have a root bone, and each subsequent bone is parented by the root bone or another bone that ultimately resolves it's parentage to this root bone. In this manner, if we move the root bone, the whole body moves with it; but if we move the shoulder, then only the arm moves with it.

The left-most figure in the following screenshot shows an example of an armature of...

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