Fast Skeletal Animation by skinned Arc-Spline based Deformation

dc.contributor.authorForstmann, Svenen_US
dc.contributor.authorOhya, Junen_US
dc.contributor.editorDieter Fellner and Charles Hansenen_US
dc.date.accessioned2015-07-19T17:09:18Z
dc.date.available2015-07-19T17:09:18Z
dc.date.issued2006en_US
dc.description.abstractPresented 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.en_US
dc.description.sectionheadersSession 1a: Animationen_US
dc.description.seriesinformationEG Short Papersen_US
dc.identifier.doi10.2312/egs.20061014en_US
dc.identifier.pages1-4en_US
dc.identifier.urihttps://doi.org/10.2312/egs.20061014en_US
dc.publisherThe Eurographics Associationen_US
dc.titleFast Skeletal Animation by skinned Arc-Spline based Deformationen_US
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