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forums.ps2dev.org Homebrew PS2, PSP & PS3 Development Discussions
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ReJ
Joined: 04 Apr 2004 Posts: 25 Location: Lithuania, Vilnius
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Posted: Thu Oct 13, 2005 6:39 am Post subject: Sample demonstrating simultaneous Morphing and Skinning |
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Hi,
I've tried out the idea, earlier raised by chp http://forums.ps2dev.org/viewtopic.php?p=21122#21122, that both morphing and skinning can be combined on psp GPU.
And guess what?... It actually works :) Several blend targets can be first lerped together and then matrix skinning can be applied to resulting vertex. Here is the sample demonstrating the technique in action:
http://rej.50megs.com/psp/morphskin
This feature enables usage of sophisticated animation of texture coords, vertex color animation, geometry morph-targets along with skinning. As well some matrix skinning problems can be fixed (like elbows) using patches with applied morph targets - if anyone ever would care about that on psp ;) |
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jsgf
Joined: 12 Jul 2005 Posts: 254
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Posted: Thu Oct 13, 2005 11:11 am Post subject: Re: Sample demonstrating simultaneous Morphing and Skinning |
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Cool, I've been meaning to try this out. Do all the vertex attributes get interpolated by morping? Hm, I see at least vertex and colour; I guess texcoords, weights and normals too.
But, oof, the performance seems slow. Must really be hitting the GE hard. |
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ReJ
Joined: 04 Apr 2004 Posts: 25 Location: Lithuania, Vilnius
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Posted: Thu Oct 13, 2005 3:38 pm Post subject: Re: Sample demonstrating simultaneous Morphing and Skinning |
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| jsgf wrote: | | Cool, I've been meaning to try this out. Do all the vertex attributes get interpolated by morping? Hm, I see at least vertex and colour; I guess texcoords, weights and normals too. |
Yes, all vertex attributes are interpolated by morphing.
| jsgf wrote: | | But, oof, the performance seems slow. Must really be hitting the GE hard. |
It is 9216 vertices, 2 morph targets and 8 bones per vertex. And vertices in the sample are huge - 68bytes. Lots of work for GE.
I'll do a bit of performance testing with different number of bones and morph targets later on. |
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