Real-time Skeletal Skinning with Optimized Centers of Rotation

I’ll post it because anyone could finds it interesting.

Due to the popularity of LBS and DQS, it would be of great benefit to reduce these artifacts without changing the animation pipeline or increasing the computational cost significantly.
In this paper, we introduce a new direct skinning method that addresses this problem.
Our key idea is to pre-compute the optimized center of rotation for each vertex from the rest pose and skinning weights.

Link to publication page:

Looks pretty good. Is it known whether any packages are going to implement this?

Yum yum. Really hope blender will implement this :yes:

Well, Disney is almost certainly using it internally.