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15
vendor/assimp/test/models/glTF2/MorphStressTest/LICENSE.md
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vendor/assimp/test/models/glTF2/MorphStressTest/LICENSE.md
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|
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@ -0,0 +1,15 @@
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|||
# LICENSE file for the model: Morph Stress Test
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||||
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||||
All files in this directory tree are licensed as indicated below.
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||||
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||||
* All files directly associated with the model including all text, image and binary files:
|
||||
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||||
* [CC BY 4.0 International]("https://creativecommons.org/licenses/by/4.0/legalcode") [SPDX license identifier: "CC-BY-4.0"]
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||||
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||||
* This file and all other metadocumentation files including "metadata.json":
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||||
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||||
* [Creative Commons Attribtution 4.0 International]("https://creativecommons.org/licenses/by/4.0/legalcode") [SPDX license identifier: "CC-BY-4.0"]
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||||
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||||
Full license text of these licenses are available at the links above
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||||
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||||
#### Generated by modelmetadata
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||||
62
vendor/assimp/test/models/glTF2/MorphStressTest/README.body.md
vendored
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vendor/assimp/test/models/glTF2/MorphStressTest/README.body.md
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## Screenshot
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||||

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## Description
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||||
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||||
This model has a base mesh, plus eight morph targets. The base and each of the morph targets has
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||||
both a POSITION and a NORMAL accessor, resulting in no less than 18 vertex attributes being requested
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||||
by a typical implementation. This number can be too high for many realtime graphics systems, and
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||||
the client runtime may take steps to limit the overall number of morph targets and/or limit the
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||||
number of active morph targets.
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||||
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||||
As such, this model is not expected to render correctly everywhere. Instead, it pushes the limits
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||||
to see how many morph targets can move at once before problems become apparent.
|
||||
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||||
## Animations
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||||
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||||
Three animations are included:
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||||
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||||
---
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||||
### "Individuals"
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||||
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||||

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||||
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||||
Each morph target is exercised one at a time, and returns to zero strength before the next one
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||||
starts to move. This offers runtimes the best chance of success, as vertex attributes need only
|
||||
be allocated for one morph target at a time. Even so, systems that pre-allocate morph target
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||||
attributes may place an upper limit here, allowing only some of the test blocks to move.
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---
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||||
### "TheWave"
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||||
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||||

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||||
This animation tests a wave of morph targets being activated simultaneously. This does require
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a high number of vertex attributes to be available. If glitches in movement are observed,
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||||
continue on to the "Pulse" animation for closer inspection.
|
||||
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||||
---
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||||
### "Pulse"
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||||
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||||

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This is the most stressful test, with all 8 morph targets reaching full strength before any
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begin to subside. Some runtimes may place limits on how many morph targets can be active at
|
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once, resulting in a distinctive visual pattern here: Only the first N test blocks will
|
||||
appear to move, where N is the number of simultaneous active morph targets allowed. Test
|
||||
blocks on the right will remain frozen in the starting position until the first few blocks
|
||||
on the left have returned to rest. After the blocks on the left have returned to rest, they
|
||||
could relinquish their vertex attributes to blocks on the right, allowing those blocks to
|
||||
"catch up" to their assigned positions in the animation.
|
||||
|
||||
It is also possible that there could be a hard limit on the number of morph targets, regardless
|
||||
of whether they are active or not. In this case, only the first N blocks will move at all,
|
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and the remainder will be frozen the entire time.
|
||||
|
||||
---
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||||
## Implementation Notes
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||||
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||||
BabylonJS has shared some technical details of their "Infinite Morph Targets" implementation
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||||
in [this YouTube video](https://www.youtube.com/watch?v=LBPRmGgU0PE).
|
||||
|
||||
87
vendor/assimp/test/models/glTF2/MorphStressTest/README.md
vendored
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87
vendor/assimp/test/models/glTF2/MorphStressTest/README.md
vendored
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|
|
@ -0,0 +1,87 @@
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# Morph Stress Test
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## Tags
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[core](../../Models-core.md), [testing](../../Models-testing.md)
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## Summary
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Tests up to 8 morph targets.
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## Operations
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* [Display](https://github.khronos.org/glTF-Sample-Viewer-Release/?model=https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/MorphStressTest/glTF-Binary/MorphStressTest.glb) in SampleViewer
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* [Download GLB](https://raw.GithubUserContent.com/KhronosGroup/glTF-Sample-Assets/main/./Models/MorphStressTest/glTF-Binary/MorphStressTest.glb)
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* [Model Directory](./)
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## Screenshot
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|
||||

|
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|
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## Description
|
||||
|
||||
This model has a base mesh, plus eight morph targets. The base and each of the morph targets has
|
||||
both a POSITION and a NORMAL accessor, resulting in no less than 18 vertex attributes being requested
|
||||
by a typical implementation. This number can be too high for many realtime graphics systems, and
|
||||
the client runtime may take steps to limit the overall number of morph targets and/or limit the
|
||||
number of active morph targets.
|
||||
|
||||
As such, this model is not expected to render correctly everywhere. Instead, it pushes the limits
|
||||
to see how many morph targets can move at once before problems become apparent.
|
||||
|
||||
## Animations
|
||||
|
||||
Three animations are included:
|
||||
|
||||
---
|
||||
### "Individuals"
|
||||
|
||||

|
||||
|
||||
Each morph target is exercised one at a time, and returns to zero strength before the next one
|
||||
starts to move. This offers runtimes the best chance of success, as vertex attributes need only
|
||||
be allocated for one morph target at a time. Even so, systems that pre-allocate morph target
|
||||
attributes may place an upper limit here, allowing only some of the test blocks to move.
|
||||
|
||||
---
|
||||
### "TheWave"
|
||||
|
||||

|
||||
|
||||
This animation tests a wave of morph targets being activated simultaneously. This does require
|
||||
a high number of vertex attributes to be available. If glitches in movement are observed,
|
||||
continue on to the "Pulse" animation for closer inspection.
|
||||
|
||||
---
|
||||
### "Pulse"
|
||||
|
||||

|
||||
|
||||
This is the most stressful test, with all 8 morph targets reaching full strength before any
|
||||
begin to subside. Some runtimes may place limits on how many morph targets can be active at
|
||||
once, resulting in a distinctive visual pattern here: Only the first N test blocks will
|
||||
appear to move, where N is the number of simultaneous active morph targets allowed. Test
|
||||
blocks on the right will remain frozen in the starting position until the first few blocks
|
||||
on the left have returned to rest. After the blocks on the left have returned to rest, they
|
||||
could relinquish their vertex attributes to blocks on the right, allowing those blocks to
|
||||
"catch up" to their assigned positions in the animation.
|
||||
|
||||
It is also possible that there could be a hard limit on the number of morph targets, regardless
|
||||
of whether they are active or not. In this case, only the first N blocks will move at all,
|
||||
and the remainder will be frozen the entire time.
|
||||
|
||||
---
|
||||
## Implementation Notes
|
||||
|
||||
BabylonJS has shared some technical details of their "Infinite Morph Targets" implementation
|
||||
in [this YouTube video](https://www.youtube.com/watch?v=LBPRmGgU0PE).
|
||||
|
||||
|
||||
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## Legal
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||||
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© 2021, Analytical Graphics, Inc.. [CC BY 4.0 International](https://creativecommons.org/licenses/by/4.0/legalcode)
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- Ed Mackey for Everything
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vendored
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BIN
vendor/assimp/test/models/glTF2/MorphStressTest/glTF/TinyGrid.png
(Stored with Git LFS)
vendored
Normal file
BIN
vendor/assimp/test/models/glTF2/MorphStressTest/glTF/TinyGrid.png
(Stored with Git LFS)
vendored
Normal file
Binary file not shown.
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