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"
}
![skin_light.pdf [6.9Mo]](/Publications/images/pdf.png)