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Hands-On C++ Game Animation Programming

You're reading from   Hands-On C++ Game Animation Programming Learn modern animation techniques from theory to implementation with C++ and OpenGL

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Product type Paperback
Published in Jun 2020
Publisher Packt
ISBN-13 9781800208087
Length 368 pages
Edition 1st Edition
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Author (1):
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Gabor Szauer Gabor Szauer
Author Profile Icon Gabor Szauer
Gabor Szauer
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Table of Contents (17) Chapters Close

Preface 1. Chapter 1: Creating a Game Window 2. Chapter 2: Implementing Vectors FREE CHAPTER 3. Chapter 3: Implementing Matrices 4. Chapter 4: Implementing Quaternions 5. Chapter 5: Implementing Transforms 6. Chapter 6: Building an Abstract Renderer 7. Chapter 7: Exploring the glTF File Format 8. Chapter 8: Creating Curves, Frames, and Tracks 9. Chapter 9: Implementing Animation Clips 10. Chapter 10: Mesh Skinning 11. Chapter 11: Optimizing the Animation Pipeline 12. Chapter 12: Blending between Animations 13. Chapter 13: Implementing Inverse Kinematics 14. Chapter 14: Using Dual Quaternions for Skinning 15. Chapter 15: Rendering Instanced Crowds 16. Other Books You May Enjoy

Storing data in textures

Sampling animations is not a trivial task. There are a lot of loops and functions, which makes animation sampling on the GPU a difficult problem. One way to address this problem is to simplify it.

Instead of sampling an animation in real-time, it could be sampled at set time intervals. The process of sampling an animation at set intervals and writing the resulting data to a file is called baking.

Once the animation data is baked, the shader no longer has to sample an actual animation clip. Instead, it can look up the nearest sampled pose based on time. So, where does this animation data get baked to? Animation can be baked into textures. Textures can be used as data buffers, and there is already an easy way to read texture data in shaders.

Normally, the storage type and information in a texture is abstracted away by the sampling function in the shader. For example, the texture2D function in GLSL takes normalized uv coordinates as an argument and...

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