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Vulkan 3D Graphics Rendering Cookbook

You're reading from   Vulkan 3D Graphics Rendering Cookbook Implement expert-level techniques for high-performance graphics with Vulkan

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Product type Paperback
Published in Feb 2025
Last Updated in Jul 2025
Publisher Packt
ISBN-13 9781803248110
Length 722 pages
Edition 2nd Edition
Languages
Tools
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Authors (3):
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Sergey Kosarevsky Sergey Kosarevsky
Author Profile Icon Sergey Kosarevsky
Sergey Kosarevsky
Alexey Medvedev Alexey Medvedev
Author Profile Icon Alexey Medvedev
Alexey Medvedev
Viktor Latypov Viktor Latypov
Author Profile Icon Viktor Latypov
Viktor Latypov
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Toc

Table of Contents (15) Chapters Close

Preface 1. Establishing a Build Environment 2. Getting Started with Vulkan FREE CHAPTER 3. Working with Vulkan Objects 4. Adding User Interaction and Productivity Tools 5. Working with Geometry Data 6. Physically Based Rendering Using the glTF 2.0 Shading Model 7. Advanced PBR Extensions 8. Graphics Rendering Pipeline 9. glTF Animations 10. Image-Based Techniques 11. Advanced Rendering Techniques and Optimizations 12. Unlock Your Book’s Exclusive Benefits 13. Other Books You May Enjoy
14. Index

Introduction to skeletal animations

Vertex skinning animation is a technique for animating 3D characters by linking a polygonal mesh to a hierarchical skeleton. Bones in the skeleton control the mesh deformation, allowing for realistic movement. This method is widely used in animation, enabling animators to control complex characters through intuitive tools.

The process begins with creating a skeleton of bones, each with a defined position, scale, and orientation. These bones are arranged hierarchically, resembling a human or animal skeleton. The mesh is then associated with specific bones, often using weights to indicate how much influence each bone has on particular vertices of the mesh. As the bones move, the mesh deforms naturally, resulting in lifelike animations.

To animate a mesh, we need to dynamically transform its vertices. Each bone defines a transformation, and the most flexible method is to store a 4x4 affine transformation matrix for each bone. This matrix encapsulates...

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