Re: [Algorithms] Representing Animation Key Frame with Quaternion+Translation Vector
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From: Jon W. <jw...@gm...> - 2008-06-23 23:45:10
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pontus birgersson wrote: > 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. > Why reconstruct a 4x4 for a bone matrix? You can blend the bones as three vector4s, and you can transform the vertex using three dot products. Only the projection matrix really needs a full 4x4. The point about "sending more data" does not have to do with the data throughput, it has to do with how many bones you can cram into a single pass, without splitting your mesh. With 4x4 matrices, you can do about 60; with 4x3 you can do about 80; with offset + quaternion you can do about 120! Sincerely, jw |