Skinning with dual quaternions

By Ladislav Kavan, Steven Collins, Jiri Zara, Carol O'Sullivan. SI3D, 2007

358 citations recorded by the source corpus.

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.

Subfields: Computational Mechanics, Computer Vision and Pattern Recognition, Control and Systems Engineering

View Paper: https://www.semanticscholar.org/paper/abde858c89a41dd409d8ee9e6dc89fca67afda23

How researchers see this paper

The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.

In Computational Mechanics

  1. Dieter Fox
  2. Xiaowei Zhou
  3. S. M. Seitz
  4. Hujun Bao
  5. Qing Shuai
  6. Sida Peng
  7. Qianqian Wang
  8. Richard A. Newcombe

In Computer Vision and Pattern Recognition

  1. Luc Van Gool
  2. Jitendra Malik
  3. Dieter Fox
  4. Andrew Zisserman
  5. Cordelia Schmid
  6. Dacheng Tao
  7. Xiaogang Wang
  8. Trevor Darrell

In Control and Systems Engineering

  1. Dieter Fox
  2. Xiaowei Zhou
  3. S. M. Seitz
  4. Hujun Bao
  5. Sida Peng
  6. Sergey Levine
  7. Chelsea Finn
  8. Marc Peter Deisenroth

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