ozz-animation

Documentation - References

Low-level animation

Title Author Description
The BitSquid low level animation system - Part 1 Niklas Frykholm - Bitsquid Describes bitsquit low-level animation system, focusing on compression by curve fitting and data quantization.
The BitSquid low level animation system - Part 2 Niklas Frykholm - Bitsquid Extends the first part, explaining how to pack the data in a cache-friendly way.
Bitsquid / Stingray Engine Code Walkthrough: #14 Animation Niklas Gray - Stingray Go through Stingray animation system, from low level compression up to animation blending and state mahcines.
Compressing skeletal animation data. Jaewon Jung - Riot Games Covers compression techniques, especially curve fitting.

High-level animation

Title Author Description
Automated semi-procedural animation for character locomotion Rune Skovbo Johansen Describes animation motion analysis and semi-procedural methods for adjusting the blended motion.
Gradient Band Interpolation shadertoy Kyle Rocha Shadertoy implementation of Gradient Band Interpolation for both Cartesian and Radial coordinates.
Animation Bootcamp: An Indie Approach to Procedural Animation David Rosen - Wolfire Games A simple and efficient way to create animations and transitions with very few key frames.
Unity3d animation manual Unity3d Unity animation system documentation
Unreal Engine Skeletal Mesh Animation System Epic Games Unreal Engine animation system documentation

Programming

Title Author Description
Data-Oriented Design and C++ Mike Acton - Insomniac Games Introduces data-oriented principles, and caching considerations.
Efficiency with Algorithms, Performance with Data Structures Chandler Carruth - Google Defines performance and efficiency, why they matter, and how can C++ help controlling them.
Immediate-Mode Graphical User Interface Casey Muratori - Molly Rocket Introduces ImGui concept.
Intel Intrinsics Guide Intel interactive reference tool for Intel intrinsic instructions, including Intel® SSE, AVX, AVX-512...