Abstract

AbstractCurrent methods for character skinning usually include weight binding and automatic skinning such as linear blend skinning (LBS) and dual quaternion skinning (DQS). However, weight binding is a tedious work; LBS and DQS suffer from their own artifacts. The latest research studies could produce better effect; however, their application in real‐time situations is limited due to the requirement of a large amount of first‐phase preparations and huge computation. This paper proposed a new approach that uses the property of real skin for skinning, which could produce a more natural and realistic effect and could greatly promote skinning efficiency. An optimized mathematical model is also used to compute mesh deformation; therefore, the render speed is greatly promoted and the effect of bulging muscles and fat could also be simulated.

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