Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Extended free-form deformation: a sculpturing tool for 3D geometric modeling
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Free-form deformations with lattices of arbitrary topology
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
As-rigid-as-possible shape manipulation
ACM SIGGRAPH 2005 Papers
Space deformations and their application to shape modeling
ACM SIGGRAPH 2006 Courses
Prepare to Board! Creating Story and Characters for Animation Features and Shorts
Prepare to Board! Creating Story and Characters for Animation Features and Shorts
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
The Visual Computer: International Journal of Computer Graphics
Diffusion curves: a vector representation for smooth-shaded images
ACM SIGGRAPH 2008 papers
A survey of spatial deformation from a user-centered perspective
ACM Transactions on Graphics (TOG)
As-rigid-as-possible image registration for hand-drawn cartoon animations
Proceedings of the 7th International Symposium on Non-Photorealistic Animation and Rendering
Structured annotations for 2D-to-3D modeling
ACM SIGGRAPH Asia 2009 papers
Learning from humanoid cartoon designs
ICDM'10 Proceedings of the 10th industrial conference on Advances in data mining: applications and theoretical aspects
Using self-organizing maps to learn geometric hash functions for model-based object recognition
IEEE Transactions on Neural Networks
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Most 3D character editing tools are complex and non-intuitive. It takes lot of skill and labor from the artists to create even a draft 3D humanoid model. This paper proposes an intuitive 2D sketch-driven drafting tool that allows users to quickly shape and proportion existing detailed 3D models. We leverage on our existing vector shape representation to describe character bodypart segments as affine-transformed circle-triangle-square shape blends. This is done for both the input 2D doodle as well as for the extracted point clouds from 3D library mesh. The simplified body part vector shapes help describe the relative deformation between the source (3D library mesh) and the target (2D frontal sketch). The actual deformation is done using automatically setup Free Form Deformation cages. To perform body-part shape analysis, we first segment the mesh with Baran and Popovic's algorithm for automatic fitting of an input skeleton to a given 3D mesh, followed by our existing 2D shape vector fitting process. There are several promising character design applications of this paper; e.g. accelerated personality pre-visualization in movie production houses, intuitive customization of avatars in games and interactive media, and procedural character generation.