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Accurate and efficient lighting for skinned models

Academic Article
Publication Date:
2014
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.
Iris type:
01.01 Articolo in rivista
Keywords:
Computer graphics; Skinning; Lighting
List of contributors:
Tarini, Marco
Handle:
https://iris.cnr.it/handle/20.500.14243/245370
Published in:
COMPUTER GRAPHICS FORUM (ONLINE)
Journal
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URL

http://onlinelibrary.wiley.com/doi/10.1111/cgf.12330/abstract
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