“Velocity-based compression of 3D rotation, translation, and scale animations for AAA video games” by Goodhue

  • ©David Goodhue



Entry Number: 45


    Velocity-based compression of 3D rotation, translation, and scale animations for AAA video games



    In our previous publication [Goodhue 2017], we presented a proto- type based on promising new techniques for how the state-of-the- art in animation compression for video game engines might be advanced. Later that year, we completed development on a production- quality version of that technology which has since seen active use in the ongoing production of future AAA titles. Many of our previous hypotheses were put to the test, and the algorithms were generalized to support translation and scale animations keys in addition to rotations.

    Having used this new technology for quite some time now, we were able to confirm our expectations regarding the sort of technical problems it presents, as well as how to solve them. We are also able to compare our results to other state-of-the-art techniques for the first time, thus confirming the efficacy of our method.


    Nicholas Frechette. 2017. Simple and Powerful Animation Compression. (March 2017). https://www.gdcvault.com/play/1024009/Simple-and-Powerful-Animation GDC 2017.

    Nicholas Frechette. 2020. Animation Compression Library. https://github.com/ nfrechette/acl

    David Goodhue. 2017. Velocity-Based Compression of 3D Animated Rotations. In ACM SIGGRAPH 2017 Posters (Los Angeles, California) (SIGGRAPH ’17). Association for Computing Machinery, New York, NY, USA, Article 14, 2 pages. https://doi.org/10. 1145/3102163.3102236



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