Abstract
In character animation, traditional skinning algorithms such as linear blend skinning (LBS) and dual quaternion skinning (DQS) are widely used due to their simplicity and efficiency. However, they both suffer from some well-known issues. Discovering solutions to these artifacts involves ongoing research with the same new development and applications. In this paper, we propose an improved algorithm to reduce the artifact of standard DQS by combining it with LBS. Our algorithm calculates a linear combination of the standard DQS and LBS using a parameter, called the “deform factor”. The “deform factor” describes the contributions of DQS and LBS in the skinning process. Our improved skinning algorithm is based on dual quaternions, and it effectively reduces the artifacts of standard DQS. Furthermore, the proposed method presents a visual trade-off between DQS and LBS in real-time. This paper also contributes an extensive experimental analysis showing the robustness of the proposed method and a comparison of its performance relative to the traditional approaches.
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