Re: [Algorithms] Representing Animation Key Frame with Quaternion+Translation Vector
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From: pontus b. <her...@ho...> - 2008-06-23 21:44:50
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> pontus birgersson wrote:> > In the current solution I'm working with we keep the animation data as > > quaternions and vectors (all transforms relative the parent) in order > > to interpolate efficiently as well as perform blending operations. In > > the end we still convert them into matrices, then do a full hierarchy > > matrix mul before sending the matrices to the gpu.> > We do the same thing, except we do the hierarchy multiplication in > quaternions/offsets, and only convert to matrices when sending to the > card (as 3x4 mats). It's a decent compromise. Yes I'm also sending 3x4 matrices and then reconstructing them as 4x4 matrices in the vertex shader but I've been thinking of discarding that solution in order to avoid the reconstruction but not sure whether or not it's a good tradeoff. Have you measured any of this? I'm guessing it depends on the target plattform. Early rather crude tests on my old GeForce 6800 told me that it might be worth sending a bit more data in order to releave the vertex shader of the additional reconstruction. Since since we're mainly targetting the Xbox 360 which I've heard has a beast for vertex processor, the same will probably not be true there. Pontus _________________________________________________________________ Trött på jobbet? Hitta nya utmaningar här! http://msn.jobbguiden.se/jobseeker/resumes/postresumenew/postresumestart.aspx?sc_cmp2=JS_INT_SEMSN_NLPCV |