Abstract

Recently, two algorithms improving the real-time simulation of articulated models in virtual environments have been published: 1) fast collision detection for linear blend skinning and 2) spherical blend skinning. Both linear and spherical blending solve the skinning problem of a skeletally controlled 3D model (e.g., an avatar), but only spherical blending avoids artifacts such as the candy-wrapper. However, to date, fast collision detection has been limited to linear blending. This paper describes how to perform collision detection for models skinned with the more sophisticated spherical method. As a result, both high-quality skinning and fast and exact collision detection can be achieved - there is no longer any need for a trade-off. The generalization from linear to spherical blending involves the construction of rotation bounds, derived using a quaternion representation. The resulting algorithm is simple to implement and fast enough for real-time virtual reality applications.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call