对偶四元数蒙皮

L. Kavan, S. Collins, J. Zára, C. O'Sullivan
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引用次数: 282

摘要

骨骼可变形模型的皮肤被广泛用于人物、生物和类似物体的实时动画。标准的解决方案,线性混合蒙皮,有一些严重的缺点,需要艺术家的干预。因此,近年来提出了许多替代方案。它们都成功地对抗了一些伪影,但没有一个挑战线性混合蒙皮的简单性和效率。因此,线性混合蒙皮仍然是大多数开发人员的首选。本文提出了一种基于对偶四元数的gpu友好型蒙皮算法。我们表明,这种方法以最小的额外成本解决了线性混合蒙皮的伪影。将现有的动画系统(例如,在电子游戏中)从线性皮肤升级到双四元数皮肤非常简单,并且对运行时性能的影响可以忽略不计。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Skinning with dual quaternions
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.
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