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ABSTRACT
Skin deformation based on an underlying skeleton is a common method to animate believable organic models. The most widely used skeletal animation algorithm, linear blend skinning, is also known as skeleton subspace deformation, vertex blending, or enveloping. It runs in real-time even on a low-end hardware but it is also notorious for its failures, such as the collapsing-joints artifacts. We present a new algorithm which removes these shortcomings while maintaining almost the same time and memory complexity as the linear blend skinning. Unlike other approaches, our method works with exactly the same input data as the popular linear version. This minimizes the cost of upgrade from linear to spherical blend skinning in many existing applications: the data structures and models need no change at all. The paper discusses also theoretical properties of rotation interpolation, essential to spherical blend skinning.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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CITED BY 16
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Jin Huang , Xiaohan Shi , Xinguo Liu , Kun Zhou , Li-Yi Wei , Shang-Hua Teng , Hujun Bao , Baining Guo , Heung-Yeung Shum, Subspace gradient domain mesh deformation, ACM Transactions on Graphics (TOG), v.25 n.3, July 2006
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David Jacka , Ashley Reid , Bruce Merry , James Gain, A comparison of linear skinning techniques for character animation, Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa, October 29-31, 2007, Grahamstown, South Africa
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Nico Galoppo , Miguel A. Otaduy , William Moss , Jason Sewall , Sean Curtis , Ming C. Lin, Controlling deformable material with dynamic morph targets, Proceedings of the 2009 symposium on Interactive 3D graphics and games, February 27-March 01, 2009, Boston, Massachusetts
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