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  • Book Overview & Buying Hands-On C++ Game Animation Programming
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Hands-On C++ Game Animation Programming

Hands-On C++ Game Animation Programming

By : Gabor Szauer
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Hands-On C++ Game Animation Programming

Hands-On C++ Game Animation Programming

4 (4)
By: Gabor Szauer

Overview of this book

Animation is one of the most important parts of any game. Modern animation systems work directly with track-driven animation and provide support for advanced techniques such as inverse kinematics (IK), blend trees, and dual quaternion skinning. This book will walk you through everything you need to get an optimized, production-ready animation system up and running, and contains all the code required to build the animation system. You’ll start by learning the basic principles, and then delve into the core topics of animation programming by building a curve-based skinned animation system. You’ll implement different skinning techniques and explore advanced animation topics such as IK, animation blending, dual quaternion skinning, and crowd rendering. The animation system you will build following this book can be easily integrated into your next game development project. The book is intended to be read from start to finish, although each chapter is self-contained and can be read independently as well. By the end of this book, you’ll have implemented a modern animation system and got to grips with optimization concepts and advanced animation techniques.
Table of Contents (17 chapters)
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Chapter 15: Rendering Instanced Crowds

This final chapter explores how to render large crowds using instancing. Crowd rendering is an interesting topic because it moves pose generation (sampling) and blending onto the GPU, making the entire animation pipeline run in a vertex shader.

To move pose generation to the vertex shader, animation information needs to be encoded in a texture. The focus of this chapter will be encoding animation data into textures and using that texture to create an animated pose.

Without instancing, drawing a large crowd would mean making lots of draw calls, which would hurt the frame rate. Using instancing, one mesh can be drawn many times. If there is only one draw call, the animated poses for each character in the crowd will need to be generated differently.

In this chapter, you will explore moving animation sampling into the vertex shader in order to draw large crowds. The following topics will be covered in this chapter:

  • Storing arbitrary...
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Hands-On C++ Game Animation Programming
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