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Dual Quaternion Skinning

An implementation of dual quaternion blending (as opposed to linear blending) following papers [1] and [2]. Uses NVIDIA's GameWorks Samples framework. See it online here. Documentation available here.

[1] Skinning with Dual Quaternions (http://www.seas.upenn.edu/~ladislav/dq/index.html)

[2] Geometric Skinning with Approximate Dual Quaternion Blending

Building for the web

Install Emscripten and make sure em++ is visible. Go to {SAMPLES_ROOT}/samples/build/html5/ and run make. AngryDudeApp is built and placed into {SAMPLES_ROOT}/samples/bin/html5/

Check the results with python -m SimpleHTTPServer 8080 or something similar. Tested with Emscripten 1.23.0.

Building for Linux

Run make in {SAMPLES_ROOT}/samples/build/linux64/

Screenshot