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 paper, we present a novel GPU-friendly skinning algorithm based on dual quaternions. We show that this approach solves the artifacts of linear blend skinning at minimal additional cost. Upgrading an existing animation system (e.g., in a videogame) from linear to dual quaternion skinning is very easy and has negligible impact on run-time performance. Copyright © 2007 by the Association for Computing Machinery, Inc.
CITATION STYLE
Kavan, L., Collins, S., Žára, J., & O’Sullivan, C. (2007). Skinning with dual quaternions. In Proceedings - I3D 2007, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (pp. 39–46). https://doi.org/10.1145/1230100.1230107
Mendeley helps you to discover research relevant for your work.