Rokoban updated March 14, 2010 09:45PM | Registered: 14 years ago Posts: 5 |
Re: Rokoban updated March 15, 2010 03:24AM | Registered: 14 years ago Posts: 40 |
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animation blending, skinning, texture animation
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Skinning is the process of joining together portions of surface geometry which are associated with different transformation matrices. It is typically used with skeletal animation systems to produce continuous "skin" over the skeleton transformation hierarchy. The ideal support for skinning involves having multiple different matrices associated with each vertex of the skin polygons, weighted by how close a vertex is to a given "bone". The Graphics Processor (GP) supports a subset of this functionality called stitching. Only one matrix may be used to transform a given vertex, but different matrices can be used for different vertices.
Stitching is based on the idea that it is faster to generate intermediate bone matrices directly from interpolated animation data than it is to multiply every vertex by multiple matrices and weights (effectively interpolating bones).
Using one matrix per vertex allows the boundary polygons to stretch to cover joints; however, the stretching is not necessarily smooth. The joint skin can be smoothed by adding more matrices (bones) to the joint, and perhaps by adding more polygons to transition among the various matrices.
While it is true that stitching usually requires more matrices to achieve a smooth joint, the GP only needs to perform a single matrix multiply for each position, and the method of interpolation is not required to be linear (unlike typical skinning hardware).
Re: Rokoban updated March 15, 2010 08:51AM | Registered: 14 years ago Posts: 5 |