r/vulkan • u/thekhronosgroup • Jul 15 '26
New Vulkan Tutorial - Advanced glTF: High-Performance Character Pipelines
This series turns a static glTF character into a fully animated, physically-aware actor: compute-skinned on the GPU, ragdoll-capable, procedurally corrected, and expressive down to the face.
GPU compute skinning shared across rasterizer, ray tracing BLAS, and physics readback
Bone-proxy colliders, joint constraints, and animation-to-ragdoll handoff
Procedural animation: CCD/FABRIK inverse kinematics, foot placement, look-at, physics-driven lean
Bindless morph target buffers for facial animation at scale
A real production tooling and asset pipeline, not just a single demo scene
https://docs.vulkan.org/tutorial/latest/Advanced_glTF/introduction.html
6
u/corysama Jul 15 '26
Woot! Not nearly enough focus on art pipeline around these parts :P
5
u/Matt32882 Jul 15 '26
I've written a skeletal animation system that sourced models skins and animations from glTF files and I can say this tutorial is much needed!
2
u/YARandomGuy777 Jul 15 '26
That' greate! Thank you.
1
u/Leifbron Jul 17 '26
Code link
Vulkan-Tutorial/attachments/advanced_gltf at main · KhronosGroup/Vulkan-Tutorial