z-logo
Premium
An adaptive character skinning algorithm based on the property of real skin
Author(s) -
Wu Huayue
Publication year - 2018
Publication title -
computer animation and virtual worlds
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.225
H-Index - 49
eISSN - 1546-427X
pISSN - 1546-4261
DOI - 10.1002/cav.1868
Subject(s) - skinning , computer science , dual quaternion , property (philosophy) , computation , algorithm , computer graphics (images) , character (mathematics) , artificial intelligence , quaternion , mathematics , ecology , philosophy , geometry , epistemology , biology
Current 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.

This content is not available in your region!

Continue researching here.

Having issues? You can contact us here