Spherical Skinning with Dual-Quaternions and QTangent - Crytek
Spherical Skinning with Dual-Quaternions and QTangent - Crytek
Spherical Skinning with Dual-Quaternions and QTangent - Crytek
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Goal #1• Improve performance by reducing the shaderconstant requirements for joint transformations• Skinned geometry requires multiple passes• Motion Blur requires twice the transformations• The amount of required shader constantsaffects the performance of a single pass