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dc.contributor.authorRhee, Taehyunen_US
dc.contributor.authorLewis, J.P.en_US
dc.contributor.authorNeumann, Ulrichen_US
dc.date.accessioned2015-02-21T14:31:18Z
dc.date.available2015-02-21T14:31:18Z
dc.date.issued2006en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2006.00963.xen_US
dc.description.abstractWPSD (Weighted Pose Space Deformation) is an example based skinning method for articulated body animation. The per-vertex computation required in WPSD can be parallelized in a SIMD (Single Instruction Multiple Data) manner and implemented on a GPU. While such vertex-parallel computation is often done on the GPU vertex processors, further parallelism can potentially be obtained by using the fragment processors. In this paper, we develop a parallel deformation method using the GPU fragment processors. Joint weights for each vertex are automatically calculated from sample poses, thereby reducing manual effort and enhancing the quality of WPSD as well as SSD (Skeletal Subspace Deformation). We show sufficient speed-up of SSD, PSD (Pose Space Deformation) and WPSD to make them suitable for real-time applications.Categories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Hardware Architecture-Parallel processing, I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling-Curve, surface, solid and object modeling, I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Animation.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing, Incen_US
dc.titleReal-Time Weighted Pose-Space Deformation on the GPUen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume25en_US
dc.description.number3en_US
dc.identifier.doi10.1111/j.1467-8659.2006.00963.xen_US
dc.identifier.pages439-448en_US


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