← All resources

Animating geometry with AMD DGF

Auto-discovered

Blog Advanced

Sander Reitter, Quirin Meyer, Josh Barczak

Visit resource ↗

Description

Animating geometry with AMD DGF is a September 2025 GPUOpen blog by Sander Reitter, Quirin Meyer, and Josh Barczak on driving topology-stable mesh animation through AMD Dense Geometry Format blocks for ray tracing.

It recaps DGF block layout, then shows baking once from a rest pose while overwriting quantized positions each frame. Covered baker options include animation quantization, deformation padding, fixed offset widths, vertex tables, and animation extents. Runtime uses compute shaders for linear vertex blend and re-quantization into DGF blocks.

It is for advanced engine programmers integrating the AMD DGF SDK who already know meshlets and skinning or morph targets.

The article is a free GPUOpen post with diagrams, config snippets, and pointers to the DGF SDK sample.

It is useful when compressed animated geometry must stay in DGF form for ray tracing without rebaking topology every frame.