Each rendered triangle of static and skinned meshes is culled by view frustum and front/back face tests on SPU. Skinning is performed entirely on SPU with both ordinary and dual quaternion skinning modes available. Vertex buffers for particles are generated on SPU with view frustum culling. Particles can be sorted by depth on SPU. Particles are simulated on SPU with awesome performance.
"Skinning with Dual Quaternions" from http://developer.download.nvidia.com/SDK/10.5/direct3d/samples.html is a good example of dual quaternion skinning implementation.
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