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Spherical blend skinning: a real-time deformation of articulated models
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Source Symposium on Interactive 3D Graphics archive
Proceedings of the 2005 symposium on Interactive 3D graphics and games table of contents
Washington, District of Columbia
SESSION: Animated models table of contents
Pages: 9 - 16  
Year of Publication: 2005
ISBN:1-59593-013-2
Authors
Ladislav Kavan  Czech Technical University in Prague
Jiří Žára  Czech Technical University in Prague
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 27,   Downloads (12 Months): 187,   Citation Count: 16
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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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Eberly, D. 2001. 3D game engine design: a practical approach to real-time computer graphics. Morgan Kaufmann Publishers Inc.
 
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Kavan, L., and ŽÁra, J. 2003. Real-time skin deformation with bones blending. In WSCG Short Papers Proceedings.
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Lander, J. 1998. Skin them bones: Game programming for the web generation. Game Developer Magazine (May), 11--16.
 
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Lander, J. 1999. Over my dead, polygonal body. Game Developer Magazine (October), 17--22.
 
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Weber, J. 2000. Run-time skin deformation. In Proceedings of Game Developers Conference.

CITED BY  16

Collaborative Colleagues:
Ladislav Kavan: colleagues
Jiří Žára: colleagues