RE: [Algorithms] Simplified Dynamic Lighting For Animated Characters
Brought to you by:
vexxed72
From: Jon W. <hp...@mi...> - 2001-08-31 14:09:36
|
> I'm not really going for cartoon shading, I just wasn't happy with the > shading that garaud did by default. So, yeah, I'm looking for a way to get > less shading. I want to do it without using vertex or face normals too > because one of the reasons, aside from aesthetic, for considering > alternate methods was to eliminate the overhead of calculating vertex > normals every update for skinned skeletal animated characters. thanks for Unfortunately, I think the idea of putting vertices into groups won't really work, because when you rotate an arm 45 degrees, some of the vertices will change groups, and others won't. Unless you do the classification per bone, which gets you into very small and inefficient chunks of vertices. If all you want is less of the goraud, you can try setting ambient around 155 and only let goraud contribute by 100 -- or maybe something even more extreme (200/55 ?) Also, any type of directionally based lighting (anisotropic, spotlight, toon shade, backlit, what have you) can be put in the second texture stage as a cube map in normal texgen mode instead of reflection (assuming OpenGL here). Anyway, I wouldn't worry too much about the overhead of calculating the normals when calculating the vertices in your skinning. With the appropriately strucutred code and render pipeline, it's really not all that much more expensive. In the renderer I'm working on, once we turned on SSE skinning code and proper vertex buffer streaming, the bottleneck clearly shifted to elsewhere. Cheers, / h+ |