Graphics Reference
In-Depth Information
4.5 Conclusion
This chapter has demonstrated an ecient morph target animation system using
transform-feedback. The technique can be computed as a separate pass before
rendering, and additional techniques such as skinning can be easily implemented
on top of this system.
4.6 Acknowledgements
I would like to thank my colleagues Ken Catterall, Kristof Beets, and Peter Quayle
of Imagination Technologies for their consistent support and encouragement.
Bibliography
[Lorach 08] Tristan Lorach. “DirectX 10 Blend Shapes: Breaking the Limits.”
In GPU Gems 3 , edited by Hubert Nguyen, pp. 53-67. Upper Saddle River,
NJ: Addison-Wesley, 2008.
[Munshi and Leech ] Aaftab Munshi and Jon Leech, editors. OpenGL ES Com-
mon Profile Specification . Khronos Group Inc.
[Senior 09] Andrew Senior. “Facial Animation for Mobile GPUs.” In ShaderX7:
Advanced Rendering Techniques , edited by Wolfgang Engel, pp. 561-569.
Boston: Charles River Media, 2009.
Search WWH ::




Custom Search