dc.contributor.author | Forstmann, Sven | en_US |
dc.contributor.author | Ohya, Jun | en_US |
dc.contributor.editor | Dieter Fellner and Charles Hansen | en_US |
dc.date.accessioned | 2015-07-19T17:09:18Z | |
dc.date.available | 2015-07-19T17:09:18Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egs.20061014 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Fast Skeletal Animation by skinned Arc-Spline based Deformation | en_US |
dc.description.seriesinformation | EG Short Papers | en_US |
dc.description.sectionheaders | Session 1a: Animation | en_US |
dc.identifier.doi | 10.2312/egs.20061014 | en_US |
dc.identifier.pages | 1-4 | en_US |