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.
Magnetic X-ray circular dichroism (MXCD) has been measured in a ferromagnetic uranium monosulphide crystal by monitoring the fluorescence signal over the uranium M4.5 edges. Despite sizeable absorption corrections, we have obtained a precise value of the dichroic branching ratio, which is compared with sum-rule predictions. We find that, in contrast to the case of cubic 3d transition metals where the magnetic dipole term (Tz) can be neglected, its contribution to the dichroism signal in the present case is larger than that of the spin polarization, (Sz). The dichroism spectrum is shown to exhibit considerably more structure than those of resonant magnetic diffraction from antiferromagnetic actinide compounds, and is found to be in good qualitative agreement with atomic calculations of 5f2 and 5f3 configurations.
In this paper we present LazyBrush, a novel interactive tool for painting hand-made cartoon drawings and animations. Its key advantage is simplicity and flexibility. As opposed to previous custom tailored approaches [SBv05, QWH06] LazyBrush does not rely on style specific features such as homogenous regions or pattern continuity yet still offers comparable or even less manual effort for a broad class of drawing styles. In addition to this, it is not sensitive to imprecise placement of color strokes which makes painting less tedious and brings significant time savings in the context cartoon animation. LazyBrush originally stems from requirements analysis carried out with professional ink-and-paint illustrators who established a list of useful features for an ideal painting tool. We incorporate this list into an optimization framework leading to a variant of Potts energy with several interesting theoretical properties. We show how to minimize it efficiently and demonstrate its usefulness in various practical scenarios including the ink-and-paint production pipeline.
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