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