The Skinning Mapping is widely used in computer animation:
- We set a weight to each simulated node.
- By computing the influence of each node on a particle of the skin, we are able to model its deformation.
We have implemented lots of different algorithms to let the user configure his skinning mapping the way he desires, adjusting the tradeoff between performance and quality.
Key points:
- Weighting algorithms: The diffusion of the weights through the structure can be done using:
- Inverse of the square distance
- Linear along the distance
- Hermite
- Spline
- Distance algorithms: To know this influence, we can use the distance of the particle of the skin to each simulated node. This distance can be:
- Euclidean
- Geodesic
- Harmonic
- Interpolating algorithms: We implemented two methods to interpolate the deformation of the particles:
- Linear Interpolation: the fastest, but can result in some nasty visual artifacts.
- Dual Quaternion: it gives much nicer results, but is slightly slower.