Accurate and Efficient Lighting for Skinned Models
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.
BibTeX
@article {10.1111:cgf.12330,
journal = {Computer Graphics Forum},
title = {{Accurate and Efficient Lighting for Skinned Models}},
author = {Tarini, Marco and Panozzo, Daniele and Sorkine-Hornung, Olga},
year = {2014},
publisher = {The Eurographics Association and John Wiley and Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.12330}
}
journal = {Computer Graphics Forum},
title = {{Accurate and Efficient Lighting for Skinned Models}},
author = {Tarini, Marco and Panozzo, Daniele and Sorkine-Hornung, Olga},
year = {2014},
publisher = {The Eurographics Association and John Wiley and Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.12330}
}