#Jumble  
Jumble of Thoughts: here I give myself the liberty to freely write down anything, without caring about correctness, completeness, formatting or relevance. Those draft may be incomplete, incorrect, or just plain wrong. I may convert those notes into a proper article later on, or not.


デュアルクォータニオン スキニング チュートリアル・解説 C++


Dual Quaternion Skinning with scale

DQS with scale applied on the second to last joint. Left, globally propagates until the last bone, right, scale localized to each joint.


Skeletal animation, forward kinematic


Bulge free Dual Quaternion Skinning (Trick)

Left: standard DQS. Right DQS bulge correction (both use same automatic skin weight: "smooth bind" inside Maya).


[SIGGRAPH ASIA] Elastic Implicit Skinning


Implicit Skinning: Real-Time Skin Deformation with Contact Modeling


Dual Quaternions skinning tutorial and C++ codes


Skin weight optimization (lagrange) (4)


Skin weight optimization (matrix form) (3)

Matrix form second attempt


Skin weight optimization (matrix form) (2)

(Matrix form first attempt)


Skin weight optimization (main)

ARAP LBS paper
SR ARAP



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