graphics - Fast vertex computation for near skeletal animation -


i building 3d flower mesh through series of extrusions (working in unity 4 environment). each flower there splines define each branch, petals, leaves etc. around each spline there shape being extruded along spline. , thickness curve defines @ each point in spline, how thick shape be.

i trying animate mesh using parameters (i.e. towards sun, bend wind).

i have been working on 2 months , algorithm boiled down reconstructing flower 'every frame', iterating on shape each spline point, transforming the current space , calculating new vertex positions out of it, version of parallel transport frames.

for each vertex:

v = p + q * e * w 

where

p = point on path e = vertex position in local space of shape being extruded q = quaternion transform local space of p (by direction towards next path point) w = width @ point p 

i believe small of step gets extrude model. need once each vertex in model basically.

i hit point slow current scene. need have 5-6 flowers total around 60k vertices , concluded bottleneck.

i can see similar problem skeletal animation, each joint control cross-section of extruded shape. not direct question i'm wondering if can elaborate on whether can steal techniques skeletal animation speed process. in current perspective, don't see how can avoid @ least 1 calculation per vertex, , in case, choose rebuild mesh every frame.


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