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Geometric skinning with approximate dual quaternion blending
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ACM Transactions on Graphics (TOG) archive
Volume 27 ,  Issue 4  (October 2008) table of contents
Article No. 105  
Year of Publication: 2008
ISSN:0730-0301
Authors
Ladislav Kavan  Trinity College Dublin
Steven Collins  Trinity College Dublin
Jiří Žára  Czech Technical University in Prague
Carol O'Sullivan  Trinity College Dublin
Publisher
ACM  New York, NY, USA
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ABSTRACT

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 article, we present a novel skinning algorithm based on linear combination of dual quaternions. Even though our proposed method is approximate, it does not exhibit any of the artifacts inherent in previous methods and still permits an efficient GPU implementation. Upgrading an existing animation system from linear to dual quaternion skinning is very easy and has a relatively minor impact on runtime performance.


REFERENCES

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Collaborative Colleagues:
Ladislav Kavan: colleagues
Steven Collins: colleagues
Jiří Žára: colleagues
Carol O'Sullivan: colleagues