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dc.contributor.authorKavan, Ladislav
dc.contributor.authorCollins, Steven
dc.contributor.authorO'Sullivan, Carol
dc.contributor.authorCOLLINS, STEVEN
dc.date.accessioned2012-07-04T14:50:23Z
dc.date.available2012-07-04T14:50:23Z
dc.date.createdApril 30 - May 2en
dc.date.issued2007
dc.date.submitted2007en
dc.identifier.citationKavan, L., Collins, S., O'Sullivan C., Skinning with Dual Quaternions, ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, Seattle, WA, April 30 - May 2, 2007en
dc.identifier.otherY
dc.identifier.urihttp://hdl.handle.net/2262/64125
dc.descriptionPUBLISHEDen
dc.description.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.en
dc.language.isoenen
dc.rightsYen
dc.subjectskinningen
dc.subjectrigid transformationsen
dc.subjectblendingen
dc.subjectdual quaternionsen
dc.subjectlinear combinationsen
dc.titleSkinning with Dual Quaternionsen
dc.title.alternativeACM SIGGRAPH Symposium on Interactive 3D Graphics and Gamesen
dc.typeConference Paperen
dc.type.supercollectionscholarly_publicationsen
dc.type.supercollectionrefereed_publicationsen
dc.identifier.peoplefinderurlhttp://people.tcd.ie/scollins
dc.identifier.rssinternalid43417


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