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Morphing and 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 and 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

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Morphing and AnimationGPU GraphicsGary J. Katz

University of Pennsylvania CIS 665

Adapted from articles taken from ShaderX 3, 4 and 5And 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

23

45

6 7 89

1011

12 12 3 4 5

6

7 8 9 1011 12

Linear Interpolation: Relative: PositionOutput = PositionSource + (PositionDestination * Factor)Absolute: PositionOutput = PositionSource + (PositionDestination – PositionSource)*Factor

Relative vs. Absolute

4

3 < 7, 3, 9 >

< 4, 3, 5>

RelativeRelative AbsoluteAbsolute

Constraints1. Number of vertices must be the same

2. Faces and attributes must be the same

3. Material must be equal

4. Textures must be the same

5. 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. Mesh vertex is attached to exactly one bone

2. Transform vertex with the inverse of the bone’s world matrix

Issues Buckling occurs at regions where two bones are

connected

Skeletal Subspace DeformationVertices are attached to multiple bones by weighting

1. Move each vertex into every associated bone space by multiplying the inverse of the initial transformation

2. Apply current world transformation

3. 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 ProceduresIf:

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 ViewDraw a rectangle of coordinates

(0,0), (0,1), (0,1), (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);

}

(-1, 1), (1,1), (-1,-1), (1,-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}

AnalysisAdvantageAdvantage Keeps vertex and geometry processing units workload at a

minimum Why is this good?

Good for copy operations and vertex tweeningDisadvantageDisadvantage 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 textureAdvantageAdvantage

Can easily segment the modification groupsDisadvantageDisadvantage

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 SLOWCan 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 the application too slow, must use constants

Usage To get real speed advantage use a hybrid CPU GPU

approach1. Let the CPU compute the final vertex attributes used during

rendering frames n and n+k2. Let the GPU perform vertex tweening at frames greater than

n and smaller than n+k3. Phase shift the animations between characters so that the

processors do not have peak loads Advantage

Vertex tweening is supported on almost all hardware No restrictions on modification algorithms because it is performed

on CPU

Massive Character Animation Can perform simple AI effects Each pixel of output texture holds one

character’s state Pixel shader computes next state State is used to determine which animation to

use

Simulating Character Behavior Implement Finite State Machine in Pixel Shader

Walk

Turn

If no Obstacle

Run

If Chased

If Obstacle

If Chased

If Obstacle

Implementing an FSM on GPUUse dependent texture lookups

Agent-space maps: Contain information about the state of characters (position, state, frame)

World-space image maps: Contain information about the environment to influence the behavior of the character

FSM Maps: Contain information about the behavior for each state and about transitions between states. Rows group transitions within the same state Columns contain conditions to trigger transitions