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 article, we present a novel skinning algorithm based on linear combination of dual quaternions. Even though our proposed method is approximate, it does not exhibit any of the artifacts inherent in previous methods and still permits an efficient GPU implementation. Upgrading an existing animation system from linear to dual quaternion skinning is very easy and has a relatively minor impact on runtime performance.
Figure 1: A comparison of dual quaternion skinning with previous methods: log-matrix blending [Cordier and Magnenat-Thalmann 2005] and spherical blend skinning [Kavan and Zara 2005]. The proposed approach not only eliminates artifacts, but is also much easier to implement and more than twice as fast. AbstractSkinning 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.
Hierarchical object representations play an important role in performing efficient collision handling. Many different geometric primitives have been used to construct these representations, which allow areas of interaction to be localized quickly. For time-critical algorithms, there are distinct advantages to using hierarchies of spheres, known as sphere-trees, for object representation. This paper presents a novel algorithm for the construction of sphere-trees. The algorithm presented approximates objects, both convex and non-convex, with a higher degree of fit than existing algorithms. In the lower levels of the representations, there is almost an order of magnitude decrease in the number of spheres required to represent the objects to a given accuracy.
Skinning is a simple yet popular deformation
Trinity College Dublin0.38ms 1.0ms 0.41ms Figure 1: Linear blending is one of the fastest skinning methods, but suffers from volume-collapsing artifacts (a). These artifacts can be removed by a nonlinear blending method (such as dual quaternions), but at the cost of more complex vertex processing (b). Our method automatically places virtual bones in critical parts of the model (c), so that linear blending using these virtual bones efficiently approximates the nonlinear skinning technique (d). AbstractLinear blending is a very popular skinning technique for virtual characters, even though it does not always generate realistic deformations. Recently, nonlinear blending techniques (such as dual quaternions) have been proposed in order to improve upon the deformation quality of linear skinning. The trade-off consists of the increased vertex deformation time and the necessity to redesign parts of the 3D engine. In this paper, we demonstrate that any nonlinear skinning technique can be approximated to an arbitrary degree of accuracy by linear skinning, using just a few samples of the nonlinear blending function (virtual bones). We propose an algorithm to compute this linear approximation in an automatic fashion, requiring little or no interaction with the user. This enables us to retain linear skinning at the core of our 3D engine without compromising the visual quality or character setup costs.
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