提高Shader Model 2.0 蒙皮骨骼动画的骨骼限制

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传统的蒙皮骨骼动画混合方法易于理解,但是在SM 2.0的256常量限制下,骨骼数保守计算最多50根骨头,因此对美术的工作流程以及模型渲染方法造成了很大的障碍

float4x4 matBoneArray[40]; //  这是传输的瓶颈
 
VS_OUTPUT vs_main( SkinnedVS_INPUT In )
{
 
    VS_OUTPUT Out = (VS_OUTPUT)0;
 
    float4x4 skinTransform = 0;
 
    skinTransform += matBoneArray[In.BoneIndices.x] * In.BoneWeights.x;
    skinTransform += matBoneArray[In.BoneIndices.y] * In.BoneWeights.y;
    skinTransform += matBoneArray[In.BoneIndices.z] * In.BoneWeights.z;
    skinTransform += matBoneArray[In.BoneIndices.w] * In.BoneWeights.w;
    float4 localpos = mul(In.Position, skinTransform);
    
    Out.Position = mul( localpos, matViewProj ); 
    Out.TexCoord = In.TexCoord;
  
    return Out;
}

matBoneArray这个数组是骨骼的LocalRot和LocalTranslation 通过以下函数build出来

    Matrix4& Matrix4::FromTranslationRotation( const Vector3& translation, const Quaternion& rotation )
    {
        float xx = rotation.x * rotation.x * 2.0f, yy = rotation.y * rotation.y * 2.0f, zz = rotation.z * rotation.z * 2.0f;
        float xy = rotation.x * rotation.y * 2.0f, zw = rotation.z * rotation.w * 2.0f, xz = rotation.x * rotation.z * 2.0f;
        float yw = rotation.y * rotation.w * 2.0f, yz = rotation.y * rotation.z * 2.0f, xw = rotation.x * rotation.w * 2.0f;
 
        m[0][0] = 1.0f - yy - zz; m[0][1] =        xy + zw; m[0][2] =        xz - yw; m[0][3] = 0.0f;
        m[1][0] =        xy - zw; m[1][1] = 1.0f - xx - zz; m[1][2] =        yz + xw; m[1][3] = 0.0f;
        m[2][0] =        xz + yw; m[2][1] =        yz - xw; m[2][2] = 1.0f - xx - yy; m[2][3] = 0.0f;
        m[3][0] =  translation.x; m[3][1] =  translation.y; m[3][2] =  translation.z; m[3][3] = 1.0f;
 
        return *this;
    }

从这里你可以发现, 本来每根骨头只需要2个float4 传递变换信息的,现在却需要4个float4,也就是一个矩阵来传递,矩阵中还有很多不使用的变量也被传输到GPU中,这里就是优化的点.

重新调整后的Shader代码:

float4x4 BuildFromTransRot( float4 translation, float4 rot )
{
    float4 rotation = rot;
    
    float xx = rotation.x * rotation.x * 2.0f, yy = rotation.y * rotation.y * 2.0f, zz = rotation.z * rotation.z * 2.0f;
    float xy = rotation.x * rotation.y * 2.0f, zw = rotation.z * rotation.w * 2.0f, xz = rotation.x * rotation.z * 2.0f;
    float yw = rotation.y * rotation.w * 2.0f, yz = rotation.y * rotation.z * 2.0f, xw = rotation.x * rotation.w * 2.0f;
    float4x4 m = { 
    {1.0f - yy - zz,             xy + zw,             xz - yw,         0},
    {xy - zw,              1.0f - xx - zz,             yz + xw,         0},
    {xz + yw,                      yz - xw,     1.0f - xx - yy,         0},
    {translation.x,       translation.y,       translation.z,         1}
    
    };
    
    return m;
}
 
float4x4 GetBoneElement( float index )
{
    return BuildFromTransRot( vecBoneLocalTrans[index], vecBoneLocalRot[index] );
}

VS_OUTPUT vs_main( SkinnedVS_INPUT In )
{
 
    VS_OUTPUT Out = (VS_OUTPUT)0;
 
    float4x4 skinTransform = 0;
 
    skinTransform += GetBoneElement(In.BoneIndices.x) * In.BoneWeights.x;
    skinTransform += GetBoneElement(In.BoneIndices.y) * In.BoneWeights.y;
    skinTransform += GetBoneElement(In.BoneIndices.z) * In.BoneWeights.z;
    skinTransform += GetBoneElement(In.BoneIndices.w) * In.BoneWeights.w;
    float4 localpos = mul(In.Position, skinTransform);
    
    Out.Position = mul( localpos, matViewProj ); 
    Out.TexCoord = In.TexCoord;
  
    return Out;
}

我们将骨头的local旋转及偏移传递至GPU,然后在GPU内重组,虽然对GPU性能计算有部分损耗,但是骨骼数量就能保守提高到100个.

 

http://www.cppblog.com/sunicdavy/archive/2010/04/26/113578.html

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