DocumentCode
2625693
Title
Blend Shape with Quaternions
Author
Yoo, Tae-Kyung ; Lee, Won-Hyung
fYear
2007
fDate
21-23 Nov. 2007
Firstpage
776
Lastpage
780
Abstract
Animating 3D organic models to achieve compelling re- alism is a challenging task in the entertainment industry. Skin deformation based on an underlying skeleton is a com- mon method to animate believable organic models. The most widely used skeletal animation algorithm is linear blend skinning (LBS). We present a linear blend skinning technique using quaternion for deforming the skin geometry of the body of a digital creature around its skeleton. A case where blend shape is driven by Euler angle, we may even encounter gimbal lock. Our basic idea is to use quaternion representation as driven parameter for skin blend shape.
Keywords
Animation; Geometry; Humans; Joints; Knee; Quaternions; Shape; Skeleton; Skin; Visualization;
fLanguage
English
Publisher
ieee
Conference_Titel
Convergence Information Technology, 2007. International Conference on
Conference_Location
Gyeongju
Print_ISBN
0-7695-3038-9
Type
conf
DOI
10.1109/ICCIT.2007.188
Filename
4420354
Link To Document