
4
IV
Efficient Morph Target Animation
Using OpenGL ES 3.0
James L. Jones
4.1 Introduction
Demand for impressive graphics in mobile apps has given rise to ever-more pow-
erful GPUs and new graphics APIs such as OpenGL ES 3.0. These advances
enable programmers to write cleaner and more efficient implementations of com-
puter graphics algorithms than ever before. One particular area that stands to
benefit is the facial animation of characters in mobile games, a technique that is
commonly implemented using morph targets.
Morph target animation requires artists to pre-create multiple poses of a
model offline. Later on, during application execution, these poses are