Project Overview
This project explores skeletal animation at a low-level, where the core systems behind animation are implemented directly in C++ and DirectX11. These include systems such as joint hierarchies that determine animated transforms through parent-child relationship, GPU skinning to deform mesh according to each vertex's joint weights, and sampling keyframe channels to update each joint's local pose.
- Responsibilities
- Graphics Programming
- Development Time
- 4 Weeks
- Grade
- Distinction
Systems & Features
- Hierarchical Transformations
- Bone Weighting
- GPU-based skinning
- Keyframe Sampling
- Animation Clip Playback
- glTF Skeleton & Animation Import