Chapter 14: Using Dual Quaternions for Skinning

The current skinning implementation blends between skin weights linearly, and this is called Linear Blended Skinning (LBS) or, sometimes, Linear Skin Blending. Linearly blending the skin does not preserve the volume of a model, which introduces skinning artifacts. An easy way to visualize this artifact is to twist one end of a rectangle by 180 degrees, as shown in the following screenshot:

Figure 14.1: Comparing linear blended and dual quaternion skinning

Figure 14.1: Comparing linear blended and dual quaternion skinning

An alternate to Linear Skin Blending is Dual Quaternion Skin Blending. When dual quaternions are used, the volume of the model is maintained. ...

Get Hands-On C++ Game Animation Programming now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.