计算机与现代化 ›› 2013, Vol. 1 ›› Issue (5): 28-31,4.doi: 10.3969/j.issn.1006-2475.2013.05.007

• 计算机仿真 • 上一篇    下一篇

基于VTF的海洋生物骨骼动画系统设计与实现

宋丽丽,田丰林,陈戈   

  1. 中国海洋大学信息科学与工程学院,山东青岛266100
  • 收稿日期:2012-12-27 修回日期:1900-01-01 出版日期:2013-05-28 发布日期:2013-05-28

Design and Implementation of Skeletal Animation for Marine Life System Based on VTF

SONG Li-li, TIAN Feng-lin, CHEN Ge   

  1. College of Information Science & Engineering, Ocean University of China, Qingdao 266100, China
  • Received:2012-12-27 Revised:1900-01-01 Online:2013-05-28 Published:2013-05-28

摘要: 针对现有的大多数骨骼动画数据格式读取解析效率低和顶点着色器的特性导致GPU性能受到限制的问题,提出海洋生物骨骼动画的数据管理和绘制两方面整体性优化设计方案。数据上采用FBX文件格式,经过数据预处理转换成特定的数据格式;绘制上采用基于VTF(Vertex Texture Fetch)技术的GPU加速算法,通过将骨骼矩阵、权重和偏移量预创建成纹理来减少CPU与GPU之间的通讯次数;最终实现海洋生物的骨骼动画仿真系统。

关键词: 骨骼动画, 图形处理器, 顶点纹理获取, 海洋生物仿真

Abstract: Most data formats of skeletal animation are not suitable for high performance system, because they aim at data exchange and have low speed of the loading and parsing. In addition, due to the limited number of constant registers, GPU cannot be utilized fully. This paper presents an optimized scheme for data management and rendering of the skeletal animation. Firstly, in data preprocessing stage the system converts the FBX data format into data format which it employed. Secondly, in rendering stage, a GPU-accelerated approach based on VTF (Vertex Texture Fetch) technology is used by pre-creating the matrixes of bones, weights and offsets into the textures to reduce the bandwidth of communication between CPU and GPU. The paper finally realizes the simulation system of skeletal animation for marine life.

Key words: skeletal animation, GPU, vertex texture fetch, marine life simulation

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