Fast Skeletal Animation by skinned Arc-Spline based Deformation

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Date
2006
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
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.
Description

        
@inproceedings{
10.2312:egs.20061014
, booktitle = {
EG Short Papers
}, editor = {
Dieter Fellner and Charles Hansen
}, title = {{
Fast Skeletal Animation by skinned Arc-Spline based Deformation
}}, author = {
Forstmann, Sven
and
Ohya, Jun
}, year = {
2006
}, publisher = {
The Eurographics Association
}, ISBN = {}, DOI = {
10.2312/egs.20061014
} }
Citation