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Animation Morphing

Course: CIS 665, Fall 2009
School: UPenn
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and Morphing Animation GPU Graphics Gary J. Katz University of Pennsylvania CIS 665 Adapted from articles taken from ShaderX 3, 4 and 5 And GPU Gems 1 Morphing Vertex Tweening two key meshes are blended varying by time. Morph Targets vertex tweening applied only to local displacements. Represent morph targets by relative vectors from the base mesh to the target meshes Morph Target Animation Morph...

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and Morphing Animation GPU Graphics Gary J. Katz University of Pennsylvania CIS 665 Adapted from articles taken from ShaderX 3, 4 and 5 And GPU Gems 1 Morphing Vertex Tweening two key meshes are blended varying by time. Morph Targets vertex tweening applied only to local displacements. Represent morph targets by relative vectors from the base mesh to the target meshes Morph Target Animation Morph Target Animation one base mesh can morph into multiple targets at the same time. Facial animation Muscle Deformation Morph Target Animation 1 2 3 4 5 6 7 8 9 10 11 12 1 2 3 4 5 6 7 8 9 10 11 12 Linear Interpolation: Relative: PositionOutput = PositionSource + (PositionDestination * Factor) Absolute: PositionOutput = PositionSource + (PositionDestination PositionSource)*Factor Relative vs. Absolute 3 4 < 7, 3, 9 > < 4, 3, 5> Relative Absolute Constraints 1. 2. 3. 4. 5. Number of vertices must be the same Faces and attributes must be the same Material must be equal Textures must be the same Shaders, etc must be the same Useful only where skinning fails! Data Structures for Morphing DirectX allows for flexible vertex formats Unsure if OpenGL supports flexible formats Position 1 holds the relative position for the morph target D3DVERTEXELEMENT9 pStandardMeshDeclaration[] = { { 0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 }, { 0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 1 }, { 0, 24, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0 }, { 0, 32, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 }, D3DDECL_END() } Skeletal Animation Hierarchical animation 1. 2. Mesh vertex is attached to exactly one bone Transform vertex with the inverse of the bone's world matrix Buckling occurs at regions where two bones are connected Issues Skeletal Subspace Deformation Vertices are attached to multiple bones by weighting 1. 2. 3. Move each vertex into every associated bone space by multiplying the inverse of the initial transformation Apply current world transformation Resulting vertices are blended using morphing Shader Model 2.0 Approach Go into Dawn demo here GPU Animation Can skip the processing of unused bones or morph targets Need hardware support for: Dynamic branching Can separate the modification and the rendering process Need hardware support for: Four component floating-point texture formats Multiple render targets Normal Map Position Map Tangent Map Method 1 Hold the vertex data in texture arrays Manipulate the data in the pixel shader Re-output to texture arrays Pass the output as input to vertex shader Storage Procedures If: vertex array is one-dimensional frame buffer is two-dimensional index2D.x = index % textureWidth; index2D.y = index / textureWidth; index = index2D.y * textureWidth + index2D.x; Redefining the View Draw a rectangle of coordinates (0,0), (0,1), (0,1), (1,1) (-1, 1), (1,1), (-1,-1), (1,-1) Remap them using the following vertex program float4 VS(float4 index2D: POSITION0, out float4 outIndex2D : TEXCOORD0) : POSITION { outIndex2D = index2D; return float4(2 * index2D.x 1, 2 * index2D.y + 1, 0, 1); } GPU Animation Pixel Shader float2 halfTexel = float2(.5/texWidth, .5/texHeight); float4 PS(float4 index2D TEXCOORD0, : out float4 position : COLOR0, out float4 normal : COLOR1, ...) { index2D.xy += halfTexel; float4 vertAttr0 = tex2Dlod(Sampler0, index2D); float4 vertAttr1 = tex2Dlod(Sampler1, index2D); ... ... // perform modifications and assign the final // vertex attributes to the output registers } Analysis Advantage Keeps vertex and geometry processing units workload at a minimum Why is this good? Good for copy operations and vertex tweening Disadvantage Per-vertex data has to be accessed through texture lookups Number of constant registers is less in pixel shader (224) than vertex shader (256) Can not divide modification process into several pieces because only a single quad is drawn Therefore, Constant registers must hold all bone matrices and morph target weights for entire object Method 2 Apply modifications in the vertex shader, do nothing in the pixel shader Destination pixel is specified explicitly as a vertex shader input Still writing all vertices to a texture Advantage Can easily segment the modification groups Disadvantage Speed issues make this method impractical Accessing Modified Data Do NOT want to send the data back to the CPU, except in one case Solution: Direct-Render-To-VertexBuffer The problem: Direct-Render-To-VertexBuffer doesn't exist yet (but we can always dream) Solution 2: Transfer result from render target to vertex buffer object on graphics card Use OpenGL's ARB_pixel_buffer_object Solution 3: Use RenderTexture capability and then access the texture in the vertex shader Store the texture lookup in the vertices texture coordinates Problem: Vertex textures are SLOW Can not execute vertex texture lookups and other instructions in parallel Performance Issues Preferable to perform modification and rendering in single pass Accessing vertex attributes using vertex texturing is always slower than performing a fast copy within video memory Accessing morph in a vertex texture makes t...

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