A Supernodal Approach to Sparse Partial Pivoting
SIAM Journal on Matrix Analysis and Applications
Topology matching for fully automatic similarity estimation of 3D shapes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Fast, Fully-Automated Generation of Control Skeletons for Use in Animation
CA '00 Proceedings of the Computer Animation
Hierarchical mesh decomposition using fuzzy clustering and cuts
ACM SIGGRAPH 2003 Papers
Curve-Skeleton Properties, Applications, and Algorithms
IEEE Transactions on Visualization and Computer Graphics
Knowledge-based extraction of control skeletons for animation
SMI '07 Proceedings of the IEEE International Conference on Shape Modeling and Applications 2007
Harmonic skeleton for realistic character animation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Robust on-line computation of Reeb graphs: simplicity and speed
ACM SIGGRAPH 2007 papers
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Enhancing 3D mesh topological skeletons with discrete contour constrictions
The Visual Computer: International Journal of Computer Graphics
Consistent mesh partitioning and skeletonisation using the shape diameter function
The Visual Computer: International Journal of Computer Graphics
Real-time motion retargeting to highly varied user-created morphologies
ACM SIGGRAPH 2008 papers
Skeleton extraction by mesh contraction
ACM SIGGRAPH 2008 papers
Rig retargeting for 3D animation
Proceedings of Graphics Interface 2009
Rig retargeting for 3D animation
Proceedings of Graphics Interface 2009
Frankenrigs: building character rigs from multiple sources
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A novel template-based automatic rigging algorithm
Computer Animation and Virtual Worlds
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This paper presents a new approach to facilitate reuse and remixing in character animation. It demonstrates a method for automatically adapting existing skeletons to different characters. While the method can be applied to simple skeletons, it also proposes a new approach that is applicable to high quality animation as it is able to deal with complex skeletons that include control bones (those that drive deforming bones). Given a character mesh and a skeleton, the method adapts the skeleton to the character by matching topology graphs between the two. It proposes specific multiresolution and symmetry approaches as well as a simple yet effective shape descriptor. Together, these provide a robust retargeting that can also be tuned between the original skeleton shape and the mesh shape with intuitive weights. Furthermore, the method can be used for partial retargeting to directly attach skeleton parts to specific limbs. Finally, it is efficient as our prototype implementation generally takes less than 30 seconds to adapt a skeleton to a character.