Introduction to theoretical kinematics
Introduction to theoretical kinematics
Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
Smooth interpolation of orientations with angular velocity constraints using quaternions
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Anatomy-based modeling of the human musculature
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Animating rotation with quaternion curves
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
SIAM Journal on Numerical Analysis
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Spherical averages and applications to spherical splines and interpolation
ACM Transactions on Graphics (TOG)
Multi-weight enveloping: least-squares approximation techniques for skin animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Linear combination of transformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive skeleton-driven dynamic deformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Means and Averaging in the Group of Rotations
SIAM Journal on Matrix Analysis and Applications
Modeling 3D Euclidean Geometry
IEEE Computer Graphics and Applications
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Energy-minimizing splines in manifolds
ACM SIGGRAPH 2004 Papers
Modeling deformable human hands from medical images
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Creating and Simulating Skeletal Muscle from the Visible Human Data Set
IEEE Transactions on Visualization and Computer Graphics
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
Outside-in anatomy based character rigging
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Capturing and animating skin deformation in human motion
ACM SIGGRAPH 2006 Papers
Curve skeleton skinning for human and creature characters: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Visualizing Quaternions (The Morgan Kaufmann Series in Interactive 3D Technology)
Visualizing Quaternions (The Morgan Kaufmann Series in Interactive 3D Technology)
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Applications of conformal geometric algebra in computer vision and graphics
IWMM'04/GIAE'04 Proceedings of the 6th international conference on Computer Algebra and Geometric Algebra with Applications
Skinning arbitrary deformations
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Real-time data driven deformation using kernel canonical correlation analysis
ACM SIGGRAPH 2008 papers
Offset curve deformation from skeletal animation
ACM SIGGRAPH 2008 talks
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
A survey of spatial deformation from a user-centered perspective
ACM Transactions on Graphics (TOG)
Bone Glow: An Improved Method for the Assignment of Weights for Mesh Deformation
AMDO '08 Proceedings of the 5th international conference on Articulated Motion and Deformable Objects
Comparing and evaluating real time character engines for virtual environments
Presence: Teleoperators and Virtual Environments
Video-based reconstruction of animatable human characters
ACM SIGGRAPH Asia 2010 papers
Temporal accumulation of oriented visual features
Journal of Visual Communication and Image Representation
ACM Transactions on Graphics (TOG)
Sparse meshless models of complex deformable solids
ACM SIGGRAPH 2011 papers
Photo-inspired model-driven 3D object modeling
ACM SIGGRAPH 2011 papers
Controllable hand deformation from sparse examples with rich details
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-time motion effect enhancement based on fluid dynamics in figure animation
Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Full body performance capture under uncontrolled and varying illumination: a shading-based approach
ECCV'12 Proceedings of the 12th European conference on Computer Vision - Volume Part IV
Enriching coarse interactive elastic objects with high-resolution data-driven deformations
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Enriching coarse interactive elastic objects with high-resolution data-driven deformations
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Curve skeleton extraction by graph contraction
CVM'12 Proceedings of the First international conference on Computational Visual Media
Geodesic voxel binding for production character meshes
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real time whole body motion mapping for avatars and robots
Proceedings of the 19th ACM Symposium on Virtual Reality Software and Technology
Simulation and control of skeleton-driven soft body characters
ACM Transactions on Graphics (TOG)
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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.