This is a presentation of a Morph Animation technique based on the GPU approach described in ShaderX3: Advanced Rendering with Directx and OpenGL section 1.4. Me and a friend of mine implemented this as a summer practice, but that solution was entirely based on the CPU with a dynamic vertex buffer.
While this works, it’s much faster and requires less computational power to go with the GPU approach that binds the target and source vertex buffers to the same input layout. That way, the interpolation can be done entirely in the vertex shader.