@inproceedings{short:1-4:2006,
crossref = {short-proc},
author = {Sven Forstmann and Jun Ohya},
title = {{Fast Skeletal Animation by skinned Arc-Spline based Deformation }},
pages = {1-4},
URL = {http://www.eg.org/EG/DL/Conf/EG2006/short/001-004.pdf},
abstract = {Presented is a novel skeletal animation system for providing high quality geometric deformations in real-time. Each bone of the skeleton is therefore represented by a spline, rather than using conventional matrix rotation. In our approach, each vertex of the animated character can be influenced by a maximum of three spline-curves, which is sufficient for skinned animation. One spline is parameterized by three control points and a possible twist. As opposed to conventional Bézier curves does our arc-spline rely on trigonometric functions for providing better curvatures. The optimized implementation using the OpenGL-shading language shows very promising results for real-time character animation, as even about 1 Million vertices were able to be transformed at interactive 43 frames per second on a GeForce 7800 GTX graphics card.}
}
@proceedings{short-proc,
editor = {undefined},
title = {EG Short Papers },
year = {2006},
isbn = {undefined},
issn = {undefined},
address = {undefined},
publisher = {Eurographics Association}
}