Accurate and Efficient Lighting for Skinned Models
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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.
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BibTex references
@Article\{TPS14, author = "Tarini, Marco and Panozzo, Daniele and Sorkine, Olga", title = "Accurate and Efficient Lighting for Skinned Models", journal = "Computer Graphics Forum", number = "2", volume = "33", month = "June", year = "2014", url = "http://vcg-legacy.isti.cnr.it/Publications/2014/TPS14" }