Chapter 8. Skeletal and Physically-based Simulation on the GPU

In this chapter we will focus on the following topics:

  • Implementing skeletal animation using matrix palette skinning
  • Implementing skeletal animation using dual quaternion skinning
  • Modeling cloth using transform feedback
  • Implementing collision detection and response on a transform feedback-based cloth model
  • Implementing a particle system using transform feedback

Introduction

Most of the real-time graphics applications have interactive elements. We have automated bots that move and animate in an interactive application. These elements include objects that are animated using preset sequences of frames. These are called frame-by-frame animations. There are other scene elements that have motion, which is derived using physical simulation. These are called physically-based animations. In addition, humanoid or character models have a special category of animations called skeletal animation. In this chapter, we will look at recipes for doing skeletal and physically-based simulation on the GPU in modern OpenGL.

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