Geometric Skinning with Approximate Dual Quaternion Blending

被引:255
作者
Kavan, Ladislav [1 ]
Collins, Steven [1 ]
Zara, Jiri [2 ]
O'Sullivan, Carol [1 ]
机构
[1] Trinity Coll Dublin, Dublin, Ireland
[2] Czech Tech Univ, CR-16635 Prague, Czech Republic
来源
ACM TRANSACTIONS ON GRAPHICS | 2008年 / 27卷 / 04期
关键词
Skinning; rigid transformations; transformation blending; dual quaternions; linear combinations;
D O I
10.1145/1409625.1409627
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
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.
引用
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页数:23
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