Computer graphics (2nd ed. in C): principles and practice
Computer graphics (2nd ed. in C): principles and practice
Fundamentals of surface voxelization
Graphical Models and Image Processing
A Boolean characterization of three-dimensional simple points
Pattern Recognition Letters
A 3D 6-subiteration thinning algorithm for extracting medial lines
Pattern Recognition Letters
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
Penalized-Distance Volumetric Skeleton Algorithm
IEEE Transactions on Visualization and Computer Graphics
A Sequential 3D Thinning Algorithm and Its Medical Applications
IPMI '01 Proceedings of the 17th International Conference on Information Processing in Medical Imaging
Automatic Animation Skeleton Construction Using Repulsive Force Field
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
A 3D 12-subiteration thinning algorithm based on P-simple points
Discrete Applied Mathematics - The 2001 international workshop on combinatorial image analysis (IWCIA 2001)
An extended concept of voxel neighborhoods for correct thinning in mesh segmentation
Proceedings of the 21st spring conference on Computer graphics
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Adjusting animation rigs to human-like 3D models
AMDO'10 Proceedings of the 6th international conference on Articulated motion and deformable objects
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In the animation, the process of rigging a character is an elaborated and time consuming task. The rig is developed for a specific character, and it can not be reused in other meshes. In this paper we present a method to automatically adjust a human-like character rig to an arbitrary human-like 3D mesh, using a extracted skeleton obtained from the input mesh. Our method is based on the selection and extraction of feature points, to find an equivalence between an extracted skeleton and the animation rig.