Technical Section: Content-aware model resizing based on surface deformation
Computers and Graphics
Rigidity constraints for large mesh deformation
Journal of Computer Science and Technology
Anisotropic resizing of model with geometric textures
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
A nonparametric regression model for virtual humans generation
Multimedia Tools and Applications
Technical Section: Skeleton driven animation based on implicit skinning
Computers and Graphics
Skeleton extraction for tree models
Mathematical and Computer Modelling: An International Journal
A blendshape model that incorporates physical interaction
Computer Animation and Virtual Worlds
Dual-domain deformation transfer for triangular meshes
Computer Animation and Virtual Worlds
Shape-aware skeletal deformation for 2D characters
The Visual Computer: International Journal of Computer Graphics
Pose analysis using spectral geometry
The Visual Computer: International Journal of Computer Graphics
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This paper presents a novel skeleton-based method for deforming meshes (using an approximate skeleton, rather than a precise medial axis). The significant difference from previous skeleton-based methods is that the latter use the skeleton to control movement of vertices whereas we use it to control the simplices defining the model. By doing so, errors that occur near joints in other methods can be spread over the whole mesh, using an optimization process, resulting in smooth transitions near joints of the skeleton. By controlling simplices, our method has the advantage that no vertex weights need to be defined on the bones, which is a tedious requirement in previous skeleton-based methods. Our method can also easily be extended to control deformation by moving a few chosen line segments or vertices embedded in the object, rather than a skeleton.