Accurate and efficient lighting for skinned models
Marco Tarini, Daniele Panozzo, Olga Sorkine-Hornung
In Computer Graphics Forum, 33(2), 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.
@article{Tarini:2014:AAE,
author = {Marco Tarini and Daniele Panozzo and Olga Sorkine-Hornung},
title = {Accurate and efficient lighting for skinned models},
journal = {Computer Graphics Forum},
volume = {33},
number = {2},
pages = {421--428},
year = {2014},
}
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