Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
A Method for Registration of 3-D Shapes
IEEE Transactions on Pattern Analysis and Machine Intelligence - Special issue on interpretation of 3-D scenes—part II
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
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Partitioning 3D Surface Meshes Using Watershed Segmentation
IEEE Transactions on Visualization and Computer Graphics
The space of human body shapes: reconstruction and parameterization from range scans
ACM SIGGRAPH 2003 Papers
Distinctive Image Features from Scale-Invariant Keypoints
International Journal of Computer Vision
ACM SIGGRAPH 2006 Courses
A review of recent range image registration methods with accuracy evaluation
Image and Vision Computing
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Building highly realistic facial modeling and animation: a survey
The Visual Computer: International Journal of Computer Graphics
Real-time data driven deformation using kernel canonical correlation analysis
ACM SIGGRAPH 2008 papers
Feature points based facial animation retargeting
Proceedings of the 2008 ACM symposium on Virtual reality software and technology
Face/Off: live facial puppetry
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
An iterative image registration technique with an application to stereo vision
IJCAI'81 Proceedings of the 7th international joint conference on Artificial intelligence - Volume 2
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Preparing a facial mesh to be animated requires a laborious manual rigging process. The rig specifies how the input animation data deforms the surface and allows artists to manipulate a character.We present amethod that automatically rigs a facialmesh based on Radial Basis Functions (RBF) and linear blend skinning approach. Our approach transfers the skinning parameters (feature points and their envelopes, ie. pointvertex weights), of a reference facial mesh (source) - already rigged - to the chosen facial mesh (target) by computing an automatic registration between the two meshes. There is no need to manually mark the correspondence between the source and target mesh. As a result, inexperienced artists can automatically rig facial meshes and start right away animating their 3D characters, driven for instance by motion capture data.