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Skeletal animation batch rendering based on Graphics Processing Unit (GPU)

A skeletal animation and batch technology, applied in animation production, image data processing, instruments, etc., can solve the problems that the hardware cannot bear the rendering state transition and call overhead

Inactive Publication Date: 2013-03-27
王爽
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

For such an operation, the hardware cannot bear such a large amount of rendering state conversion and call overhead when a large number of skeletal animations are drawn.

Method used

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Examples

Experimental program
Comparison scheme
Effect test

Embodiment Construction

[0014] GPU-based skeletal animation batch rendering, the steps are as follows:

[0015] 1) According to the original data of the skeletal animation, the calculation of the skeletal matrix with the standard frame as 30 frames is performed offline;

[0016] 2) Treat all bone matrices in the same frame as a row of pixel data. The texture adopts RGBA32 type, and the data of one pixel represents a bone matrix;

[0017] 3) Write the vertex Shader and pass in the original Mesh data as the first vertex stream;

[0018] 4) Take the instance as a unit, pass in its position information and animation frame information;

[0019] 5) Calculate the current Mesh coordinates in the vertex Shader based on the position information, frame information, and bone matrix texture;

[0020] 6) Finally, call the rendering interface to render skeletal animations in batches.

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PUM

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Abstract

The invention relates to the technical field of computer images and particularly relates to an optimization method for skeletal animation rendering. According to initial data of skeletal animation, the skeletal matrix calculation is conducted off line, the standard frame is 30 frames, the example technology and new characteristics of top point access texture of a Shader 3.0 standard are applied, the principle of skeletal animation is combined and the skeletal animation batch rendering problem is solved.

Description

[0001] technical field [0002] The invention relates to the technical field of computer graphics, and more specifically, to an optimization method for skeletal animation rendering. Background technique [0003] Today, when computer animation has been widely used in games and movies, improving the picture quality and rendering efficiency of computer animation and reducing the space occupied by computer animation have become more important issues in the use of computer animation. The more elaborate the animation, the more space it takes up and the slower it will render. Therefore, how to reduce the space occupied by animation and improve the rendering efficiency of computer animation has become a topic worthy of research. [0004] Due to the particularity of animation, its vertex information will change over time; in addition, the update time of each skeletal animation is different, so static batch rendering and instanced rendering cannot be used. This leads to the fact...

Claims

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Application Information

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Patent Type & Authority Applications(China)
IPC IPC(8): G06T13/00
Inventor 王爽
Owner 王爽
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