Skinning with dual quaternions
Citation:
Kavan L., Collins S., Zara J. and O'Sullivan C. 'Skinning with dual quaternions' in proceedings of the Symposium on Interactive 3D Graphics and Games (I3D'07) Seattle, WA, April 30 - May 2, 2007, pp. 39 - 46.Download Item:

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 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.
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Author's Homepage:
http://people.tcd.ie/osullicaDescription:
PUBLISHED
Author: O'SULLIVAN, CAROL ANN
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Full text availableKeywords:
skinning, rigid transformations, blending, dual quaternions, linear combinationsLicences: