Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Skinning with dual quaternions
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Fast automatic skinning transformations
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Elasticity-inspired deformers for character articulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
RigMesh: automatic rigging for part-based shape modeling and deformation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Geodesic voxel binding for production character meshes
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Many real-time algorithms for mesh deformation driven by animation of an underlying skeleton make use of a set of per-bone weights associated with each vertex. There are few unguided algorithms for the assignment of these weights with a recent proposed solution being bone heat[1]. In this paper, we briefly discuss bone heat and provide examples where it performs poorly. We then develop a refinement of bone heat, termed bone glow, which, in our validation, performed as well as bone heat in simple cases while not suffering from bone heat's observed weaknesses.