Introduction to algorithms
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Implicit fairing of irregular meshes using diffusion and curvature flow
Proceedings of the 26th 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
Mesh editing with poisson-based gradient field manipulation
ACM SIGGRAPH 2004 Papers
Linear rotation-invariant coordinates for meshes
ACM SIGGRAPH 2005 Papers
Large mesh deformation using the volumetric graph Laplacian
ACM SIGGRAPH 2005 Papers
Harmonic skeleton for realistic character animation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automatic rigging and animation of 3D characters
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
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This paper proposes the extraction of a skeleton and skinning weights from a given mesh, describes how to store computed data in Collada 1.5 and use it for an animation. Firstly, the mesh is contracted using constrained Laplacian smoothing in a few iterations. Few vertices from the contracted mesh are chosen as control points. Multiple edges are removed and vertices that are very close to each other are merged using a greedy algorithm minimizing the energy. The greedy selection is applied repeatable until we have the tree structure with edges corresponding to bones. We also propose the automatic assignment of the skinning weights that determine the rigid or soft mesh deformations. In the postprocessing stage the user can inspect the skeleton by previewing skinning deformations, make desired changes and export the skeleton to Collada 1.5. Transformation matrices used in a hierarchical skeleton tree are not transformed to joint's local transformation frame, so they are immediately compatible with majority of animation software and libraries.