Accurate and Efficient Lighting for Skinned Models

dc.contributor.authorTarini, Marcoen_US
dc.contributor.authorPanozzo, Danieleen_US
dc.contributor.authorSorkine-Hornung, Olgaen_US
dc.contributor.editorB. Levy and J. Kautzen_US
dc.date.accessioned2015-03-03T12:30:46Z
dc.date.available2015-03-03T12:30:46Z
dc.date.issued2014en_US
dc.description.abstractIn 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.seriesinformationComputer Graphics Forumen_US
dc.identifier.doi10.1111/cgf.12330en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttps://doi.org/10.1111/cgf.12330en_US
dc.publisherThe Eurographics Association and John Wiley and Sons Ltd.en_US
dc.titleAccurate and Efficient Lighting for Skinned Modelsen_US
Files