Dual Quaternion skinning optimization

Reduce expensive conversion from quat -> matrix -> quat, by keeping
the inverseBindPose in a Transform instance instead of a mat4.
This commit is contained in:
Anthony J. Thibault 2018-01-04 13:36:15 -08:00
parent aacf2d489f
commit b8c88fca3b
5 changed files with 33 additions and 19 deletions

View file

@ -115,6 +115,7 @@ public:
int jointIndex;
glm::mat4 inverseBindMatrix;
Transform inverseBindTransform;
};
const int MAX_NUM_PIXELS_FOR_FBX_TEXTURE = 2048 * 2048;

View file

@ -1613,6 +1613,7 @@ FBXGeometry* FBXReader::extractFBXGeometry(const QVariantHash& mapping, const QS
fbxCluster.jointIndex = 0;
}
fbxCluster.inverseBindMatrix = glm::inverse(cluster.transformLink) * modelTransform;
fbxCluster.inverseBindTransform = Transform(fbxCluster.inverseBindMatrix);
extracted.mesh.clusters.append(fbxCluster);
// override the bind rotation with the transform link

View file

@ -109,13 +109,14 @@ void CauterizedModel::updateClusterMatrices() {
const FBXMesh& mesh = geometry.meshes.at(i);
for (int j = 0; j < mesh.clusters.size(); j++) {
const FBXCluster& cluster = mesh.clusters.at(j);
auto jointMatrix = _rig.getJointTransform(cluster.jointIndex);
#if defined(SKIN_DQ)
glm::mat4 m;
glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, m);
state.clusterTransforms[j] = Model::TransformDualQuaternion(m);
auto jointPose = _rig.getJointPose(cluster.jointIndex);
Transform jointTransform(jointPose.rot(), jointPose.scale(), jointPose.trans());
Transform clusterTransform;
Transform::mult(clusterTransform, jointTransform, cluster.inverseBindTransform);
state.clusterTransforms[j] = Model::TransformDualQuaternion(clusterTransform);
#else
auto jointMatrix = _rig.getJointTransform(cluster.jointIndex);
glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, state.clusterTransforms[j]);
#endif
}
@ -123,14 +124,17 @@ void CauterizedModel::updateClusterMatrices() {
// as an optimization, don't build cautrizedClusterMatrices if the boneSet is empty.
if (!_cauterizeBoneSet.empty()) {
#if defined(SKIN_DQ)
AnimPose cauterizePose = _rig.getJointPose(geometry.neckJointIndex);
cauterizePose.scale() = glm::vec3(0.0001f, 0.0001f, 0.0001f);
#else
static const glm::mat4 zeroScale(
glm::vec4(0.0001f, 0.0f, 0.0f, 0.0f),
glm::vec4(0.0f, 0.0001f, 0.0f, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0001f, 0.0f),
glm::vec4(0.0f, 0.0f, 0.0f, 1.0f));
auto cauterizeMatrix = _rig.getJointTransform(geometry.neckJointIndex) * zeroScale;
#endif
for (int i = 0; i < _cauterizeMeshStates.size(); i++) {
Model::MeshState& state = _cauterizeMeshStates[i];
const FBXMesh& mesh = geometry.meshes.at(i);
@ -138,18 +142,19 @@ void CauterizedModel::updateClusterMatrices() {
for (int j = 0; j < mesh.clusters.size(); j++) {
const FBXCluster& cluster = mesh.clusters.at(j);
auto jointMatrix = _rig.getJointTransform(cluster.jointIndex);
if (_cauterizeBoneSet.find(cluster.jointIndex) != _cauterizeBoneSet.end()) {
jointMatrix = cauterizeMatrix;
}
if (_cauterizeBoneSet.find(cluster.jointIndex) == _cauterizeBoneSet.end()) {
// not cauterized so just copy the value from the non-cauterized version.
state.clusterTransforms[j] = _meshStates[i].clusterTransforms[j];
} else {
#if defined(SKIN_DQ)
glm::mat4 m;
glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, m);
state.clusterTransforms[j] = Model::TransformDualQuaternion(m);
Transform jointTransform(cauterizePose.rot(), cauterizePose.scale(), cauterizePose.trans());
Transform clusterTransform;
Transform::mult(clusterTransform, jointTransform, cluster.inverseBindTransform);
state.clusterTransforms[j] = Model::TransformDualQuaternion(clusterTransform);
#else
glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, state.clusterTransforms[j]);
glm_mat4u_mul(cauterizeMatrix, cluster.inverseBindMatrix, state.clusterTransforms[j]);
#endif
}
}
}
}

View file

@ -1188,10 +1188,13 @@ void Model::updateClusterMatrices() {
const FBXCluster& cluster = mesh.clusters.at(j);
auto jointMatrix = _rig.getJointTransform(cluster.jointIndex);
#if defined(SKIN_DQ)
glm::mat4 mat;
glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, mat);
state.clusterTransforms[j] = TransformDualQuaternion(mat);
auto jointPose = _rig.getJointPose(cluster.jointIndex);
Transform jointTransform(jointPose.rot(), jointPose.scale(), jointPose.trans());
Transform clusterTransform;
Transform::mult(clusterTransform, jointTransform, cluster.inverseBindTransform);
state.clusterTransforms[j] = Model::TransformDualQuaternion(clusterTransform);
#else
auto jointMatrix = _rig.getJointTransform(cluster.jointIndex);
glm_mat4u_mul(jointMatrix, cluster.inverseBindMatrix, state.clusterTransforms[j]);
#endif
}

View file

@ -268,6 +268,10 @@ public:
_scale.z = scale.z;
_dq = DualQuaternion(rot, trans);
}
TransformDualQuaternion(const Transform& transform) {
_scale = glm::vec4(transform.getScale(), 0.0f);
_dq = DualQuaternion(transform.getRotation(), transform.getTranslation());
}
glm::vec3 getScale() const { return glm::vec3(_scale); }
glm::quat getRotation() const { return _dq.getRotation(); }
glm::vec3 getTranslation() const { return _dq.getTranslation(); }