Evaluation of Optimised Centres of Rotation Skinning
In this paper, we evaluate the real-time skeletal skinning technique Optimised Centres of Rotation Skinning (CRS) in terms of animation quality and efficiency. Skeletal animation rigidly deforms static meshes, letting them perform rigid movements without requiring additional geometry and make it a core part of movies and video games. Linear Blend Skinning (LBS) is the simplest and most intuitive implementation for appropriate vertex transformation. The popular extension Dual Quaternion Skinning (DQS) resolves the volume loss of LBS but introduces new artefacts. These are addressed by the recent CRS showing promising results. Our source code for LBS, DQS and especially CRS will be made public on our website.
Author(s): | Paul Maximilian Bittner, Jan-Philipp Tauscher, Steve Grogorick, Marcus Magnor |
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Published: | April 2019 |
Type: | Misc |
Howpublished: | Poster @ International Conference on Computational Visual Media 2019 |
Presented at: | International Conference on Computational Visual Media (CVM) 2019 |
@misc{bittner2019evaluation, title = {Evaluation of Optimised Centres of Rotation Skinning}, author = {Bittner, Paul Maximilian and Tauscher, Jan-Philipp and Grogorick, Steve and Magnor, Marcus}, howpublished = {Poster @ International Conference on Computational Visual Media 2019}, month = {Apr}, year = {2019} }
Authors
Paul Maximilian Bittner
Fmr. Research AssistantJan-Philipp Tauscher
Senior ResearcherSteve Grogorick
Fmr. Senior ResearcherMarcus Magnor
Director, Chair