On caching and prefetching of virtual objects in distributed virtual environments
MULTIMEDIA '98 Proceedings of the sixth ACM international conference on Multimedia
Teddy: a sketching interface for 3D freeform design
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A method for progressive and selective transmission of multi-resolution models
Proceedings of the ACM symposium on Virtual reality software and technology
Designing storytelling technologies to encouraging collaboration between young children
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
A web architecture for progressive delivery of 3D content
Proceedings of the sixth international conference on 3D Web technology
Hierarchical face clustering on polygonal surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Topology matching for fully automatic similarity estimation of 3D shapes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A hybrid motion prediction method for caching and prefetching in distributed virtual environments
VRST '01 Proceedings of the ACM symposium on Virtual reality software and technology
Least squares conformal maps for automatic texture atlas generation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
A multi-server architecture for distributed virtual walkthrough
VRST '02 Proceedings of the ACM symposium on Virtual reality software and technology
Efficient Skeletonization of Volumetric Objects
IEEE Transactions on Visualization and Computer Graphics
Three-Dimensional Topology Preserving Reduction on the 4-Subfields
IEEE Transactions on Pattern Analysis and Machine Intelligence
Skeleton Extraction of 3D Objects with Radial Basis Functions
SMI '03 Proceedings of the Shape Modeling International 2003
A sketching interface for articulated figure animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Automatic Animation Skeleton Construction Using Repulsive Force Field
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Differential Coordinates for Interactive Mesh Editing
SMI '04 Proceedings of the Shape Modeling International 2004
Feature-based surface parameterization and texture mapping
ACM Transactions on Graphics (TOG)
Motion prediction for caching and prefetching in mouse-driven DVE navigation
ACM Transactions on Internet Technology (TOIT)
A sketch-based interface for detail-preserving mesh editing
ACM SIGGRAPH 2005 Papers
Animating reactive motion using momentum-based inverse kinematics: Motion Capture and Retrieval
Computer Animation and Virtual Worlds - CASA 2005
Domain connected graph: the skeleton of a closed 3D shape for animation
The Visual Computer: International Journal of Computer Graphics
Sketching articulation and pose for facial animation
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
An Adaptive Multiresolution Method for Progressive Model Transmission
Presence: Teleoperators and Virtual Environments
Deformable Model Retrieval Based on Topological and Geometric Signatures
IEEE Transactions on Visualization and Computer Graphics
Harmonic skeleton for realistic character animation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
FiberMesh: designing freeform surfaces with 3D curves
ACM SIGGRAPH 2007 papers
Robust on-line computation of Reeb graphs: simplicity and speed
ACM SIGGRAPH 2007 papers
Defining and computing curve-skeletons with medial geodesic function
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Skeleton extraction by mesh contraction
ACM SIGGRAPH 2008 papers
Curve-Skeleton Extraction Using Iterative Least Squares Optimization
IEEE Transactions on Visualization and Computer Graphics
A Ubiquitous 3D Graphics Modeler for Mobile Devices
ISPA '08 Proceedings of the 2008 IEEE International Symposium on Parallel and Distributed Processing with Applications
Computer Animation, Second Edition: Algorithms and Techniques
Computer Animation, Second Edition: Algorithms and Techniques
Making ubiquitous computing available
Communications of the ACM - A View of Parallel Computing
Journal of Computer Science and Technology
A new CAD mesh segmentation method, based on curvature tensor analysis
Computer-Aided Design
Game-on-demand:: An online game engine based on geometry streaming
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
CyberWalk: a web-based distributed virtual walkthrough environment
IEEE Transactions on Multimedia
VSculpt: a distributed virtual sculpting environment for collaborative design
IEEE Transactions on Multimedia
Advances in ubiquitous media technologies and applications
World Wide Web
Hi-index | 0.01 |
Articulated character animation is typically performed by manually creating and rigging a skeleton into an unfolded 3D object. However, such tasks are not trivial, as they require a substantial amount of training and practices. Although automatic skeleton extraction methods have been proposed, they generally may not guarantee that the resulting skeleton can help produce desired animations according to user intention. In this paper, we present a sketching-based skeleton generation method suitable for use in the mobile environment. This method takes user sketching as an input, and based on the mesh segmentation result of a 3D object, it estimates a skeleton for articulated character animation. In addition, we are currently developing a Web-based mobile platform to support mesh editing by a group of collaborative users and we depict the system architecture of such a platform. Results show that our method can produce better skeletons in terms of joint positions and topological structure.