Accurate and Efficient Lighting for Skinned Models

Computer Graphics Forum, Volume 33, Number 2 - June 2014
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abstract



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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.isti.cnr.it/Publications/2014/TPS14"
}

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» Marco Tarini
» Daniele Panozzo
» Olga Sorkine