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Spline Skinning for Skeletal Animation

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Uploaded by on Mar 9, 2007

Presented is a novel skeletal animation system for providing high quality geometric deformations in real-time.
Each bone of the skeleton is therefore represented by a spline, rather than using conventional matrix rotation.
In our approach, each vertex of the animated character can be influenced by a maximum of three spline-curves,
which is sufficient for skinned animation. One spline is parametrisized by three control points and a possible twist.
As opposed to conventional Bézier curves does our arc-spline rely on trigonometric functions for providing better
curvatures. The optimized implementation using the OpenGL-shading language shows very promising results for
real-time character animation, as even about 1 Million vertices were able to be transformed at interactive 43
frames per second on a GeForce 7800 GTX graphics card.

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Film & Animation

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Standard YouTube License

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