Skinning with Dual Quaternions
Collins, Steven; Kavan, L; Zara, J and O'Sullivan, C. 2007. Skinning with Dual Quaternions. ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, [Article]
No full text availableAbstract or Description
Skinning of skeletally deformable models is extensively used for real-time animation of characters, creatures and similar objects. The standard solution, linear blend skinning, has some serious drawbacks that require artist intervention. Therefore, a number of alternatives have been proposed in recent years. All of them successfully combat some of the artifacts, but none challenge the simplicity and efficiency of linear blend skinning. As a result, linear blend skinning is still the number one choice for the majority of developers. In this paper, we present a novel GPU-friendly skinning algorithm based on dual quaternions. We show that this approach solves the artifacts of linear blend skinning at minimal additional cost. Upgrading an existing animation system (e.g., in a videogame) from linear to dual quaternion skinning is very easy and has negligible impact on run-time performance.
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Article |
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15206 |
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02 Dec 2015 11:57 |
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07 Jan 2016 16:13 |
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