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Geometric skinning with approximate dual quaternion blending

Published: 04 November 2008 Publication History

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.

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Published In

cover image ACM Transactions on Graphics
ACM Transactions on Graphics  Volume 27, Issue 4
October 2008
92 pages
ISSN:0730-0301
EISSN:1557-7368
DOI:10.1145/1409625
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 04 November 2008
Accepted: 01 June 2008
Revised: 01 March 2008
Received: 01 July 2007
Published in TOG Volume 27, Issue 4

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Author Tags

  1. Skinning
  2. dual quaternions
  3. linear combinations
  4. rigid transformations
  5. transformation blending

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