Proceedings of the 2007 Symposium on Interactive 3D Graphics and Games 2007
DOI: 10.1145/1230100.1230107
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Skinning with dual quaternions

Abstract: 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 t… Show more

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Cited by 234 publications
(179 citation statements)
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“…In all cases the Dual Quaternion technique (Kavan et al, 2007) was used to deform the meshes. The segmentation pre-processing step is done in real-time, and so is done the weight computation.…”
Section: Resultsmentioning
confidence: 99%
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“…In all cases the Dual Quaternion technique (Kavan et al, 2007) was used to deform the meshes. The segmentation pre-processing step is done in real-time, and so is done the weight computation.…”
Section: Resultsmentioning
confidence: 99%
“…One of them is to Overlaps and weights were computed using a geodesic distance, and deformations were created using the technique of (Kavan et al, 2007).…”
Section: Flexible Skinningmentioning
confidence: 99%
See 1 more Smart Citation
“…Another solution, is to use a better blending function. For rigid frames, dual quaternion blending offers a good approximation of the linear interpolation of screws at a reasonable computational cost [20]. It provides a closed-form solution for more than two transforms contrary to screw interpolation that requires an iterative treatment.…”
Section: Frame-based Deformationmentioning
confidence: 99%
“…Finally the blended dual quaternion is converted [20] into a 3 × 4 rigid transformation matrix A to transform material points: u = Ap * −p. The displacement u of a deformable object is discretized using nodes (blue).…”
Section: Frame-based Deformationmentioning
confidence: 99%