Chapter 6. Animation
This chapter describes various ways to animate objects using Cg. It has the following five sections:
“Movement in Time” introduces the concept of animation.
“A Pulsating Object” shows a vertex program that periodically displaces an object’s surface outward, in the direction of its normal vectors.
“Particle Systems” describes how to use a physically based simulation to create a particle system, with all the calculations done by the GPU.
“Key-Frame Interpolation” explains key-frame animation, in which a vertex program animates an object by interpolating between different object poses.
“Vertex Skinning” explains how to displace vertices based on multiple weighted control matrices for more dynamic control in character animation.
Movement ...
Get The Cg Tutorial: The Definitive Guide to Programmable Real-Time Graphics now with the O’Reilly learning platform.
O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.