Accurate and Efficient Lighting for Skinned Models
dc.contributor.author | Tarini, Marco | en_US |
dc.contributor.author | Panozzo, Daniele | en_US |
dc.contributor.author | Sorkine-Hornung, Olga | en_US |
dc.contributor.editor | B. Levy and J. Kautz | en_US |
dc.date.accessioned | 2015-03-03T12:30:46Z | |
dc.date.available | 2015-03-03T12:30:46Z | |
dc.date.issued | 2014 | en_US |
dc.description.abstract | In the context of real-time, GPU-based rendering of animated skinned meshes, we propose a new algorithm to compute surface normals with minimal overhead both in terms of the memory footprint and the required per-vertex operations. By accounting for the variation of the skinning weights over the surface, we achieve a higher visual quality compared to the standard approximation ubiquitously used in video-game engines and other real-time applications. Our method supports Linear Blend Skinning and Dual Quaternion Skinning. We demonstrate the advantages of our technique on a variety of datasets and provide a complete open-source implementation, including GLSL shaders. | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.identifier.doi | 10.1111/cgf.12330 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | https://doi.org/10.1111/cgf.12330 | en_US |
dc.publisher | The Eurographics Association and John Wiley and Sons Ltd. | en_US |
dc.title | Accurate and Efficient Lighting for Skinned Models | en_US |