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Please use this identifier to cite or link to this item: http://hdl.handle.net/2262/64125

Title: Skinning with Dual Quaternions
Other Titles: ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Author: Kavan, Ladislav
Collins, Steven
O'Sullivan, Carol
COLLINS, STEVEN
Author's Homepage: http://people.tcd.ie/scollins
Keywords: skinning
rigid transformations
blending
dual quaternions
linear combinations
Issue Date: 2007
Citation: Kavan, L., Collins, S., O'Sullivan C., Skinning with Dual Quaternions, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Seattle, WA, April 30 - May 2, 2007
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.
Description: PUBLISHED
URI: http://hdl.handle.net/2262/64125
Appears in Collections:Computer Science (Scholarly Publications)

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