Computing the polar decomposition with applications
SIAM Journal on Scientific and Statistical Computing
An automatic modeling of human bodies from sizing parameters
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
MICCAI '02 Proceedings of the 5th International Conference on Medical Image Computing and Computer-Assisted Intervention-Part II
Skeleton Based Shape Matching and Retrieval
SMI '03 Proceedings of the Shape Modeling International 2003
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Hierarchical mesh decomposition using fuzzy clustering and cuts
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2005 Papers
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
Skeleton Pruning by Contour Partitioning with Discrete Curve Evolution
IEEE Transactions on Pattern Analysis and Machine Intelligence
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Example-based skeleton extraction
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
Skeleton extraction by mesh contraction
ACM SIGGRAPH 2008 papers
Harmonic 1-form based skeleton extraction from examples
Graphical Models
Joint-aware manipulation of deformable models
ACM SIGGRAPH 2009 papers
A novel template-based automatic rigging algorithm
Computer Animation and Virtual Worlds
Smooth skinning decomposition with rigid bones
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Two-layer sparse compression of dense-weight blend skinning
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Efficient simulation of secondary motion in rig-space
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Sparse localized deformation components
ACM Transactions on Graphics (TOG)
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In this paper a method for estimating a rigid skeleton, including skinning weights, skeleton connectivity, and joint positions, given a sparse set of example poses is presented. In contrast to other methods, we are able to simultaneously take examples of different subjects into account, which improves the robustness of the estimation. It is additionally possible to generate a skeleton that primarily describes variations in body shape instead of pose. The shape skeleton can then be combined with a regular pose varying skeleton. That way pose and body shape can be controlled simultaneously but separately. As this skeleton is technically still just a skinned rigid skeleton, compatibility with major modelling packages and game engines is retained. We further present an approach for synthesizing a suitable bind shape that additionally improves the accuracy of the generated model.