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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.