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Article

Spherical blend skinning: a real-time deformation of articulated models

Published: 03 April 2005 Publication History

Abstract

Skin deformation based on an underlying skeleton is a common method to animate believable organic models. The most widely used skeletal animation algorithm, linear blend skinning, is also known as skeleton subspace deformation, vertex blending, or enveloping. It runs in real-time even on a low-end hardware but it is also notorious for its failures, such as the collapsing-joints artifacts. We present a new algorithm which removes these shortcomings while maintaining almost the same time and memory complexity as the linear blend skinning. Unlike other approaches, our method works with exactly the same input data as the popular linear version. This minimizes the cost of upgrade from linear to spherical blend skinning in many existing applications: the data structures and models need no change at all. The paper discusses also theoretical properties of rotation interpolation, essential to spherical blend skinning.

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    cover image ACM Conferences
    I3D '05: Proceedings of the 2005 symposium on Interactive 3D graphics and games
    April 2005
    231 pages
    ISBN:1595930132
    DOI:10.1145/1053427
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 03 April 2005

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    Author Tags

    1. deformation
    2. skeletal animation
    3. skinning

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    I3D05
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    I3D05: Symposium on Interactive 3D Graphics and Games 2005
    April 3 - 6, 2005
    District of Columbia, Washington

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    Overall Acceptance Rate 148 of 485 submissions, 31%

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    Cited By

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    • (2024)A Neural Network Model for Efficient Musculoskeletal-Driven Skin DeformationACM Transactions on Graphics10.1145/365813543:4(1-12)Online publication date: 19-Jul-2024
    • (2024)SmPhy: Generating smooth and physically plausible 3D garment animations2024 IEEE International Conference on Multimedia and Expo (ICME)10.1109/ICME57554.2024.10688101(1-6)Online publication date: 15-Jul-2024
    • (2024)mmHand: 3D Hand Pose Estimation Leveraging mmWave Signals2024 IEEE 44th International Conference on Distributed Computing Systems (ICDCS)10.1109/ICDCS60910.2024.00102(1062-1073)Online publication date: 23-Jul-2024
    • (2024)VINECS: Video-based Neural Character Skinning2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR)10.1109/CVPR52733.2024.00137(1377-1387)Online publication date: 16-Jun-2024
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    • (2023)Pose Representations for Deep Skeletal AnimationComputer Graphics Forum10.1111/cgf.1463241:8(155-167)Online publication date: 20-Mar-2023
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    • (2023)M-LIO: Multi-lidar, multi-IMU odometry with sensor dropout tolerance2023 IEEE Intelligent Vehicles Symposium (IV)10.1109/IV55152.2023.10186548(1-7)Online publication date: 4-Jun-2023
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