Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
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
Multi-weight enveloping: least-squares approximation techniques for skin animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Creating and Simulating Skeletal Muscle from the Visible Human Data Set
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2005 Papers
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
As-rigid-as-possible shape manipulation
ACM SIGGRAPH 2005 Papers
Curve skeleton skinning for human and creature characters: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Animation space: A truly linear framework for character animation
ACM Transactions on Graphics (TOG)
Deformation styles for spline-based skeletal 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
Real-time enveloping with rotational regression
ACM SIGGRAPH 2007 papers
On Linear Variational Surface Deformation Methods
IEEE Transactions on Visualization and Computer Graphics
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
Bounded biharmonic weights for real-time deformation
ACM SIGGRAPH 2011 papers
Fast automatic skinning transformations
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Smooth Shape-Aware Functions with Controlled Extrema
Computer Graphics Forum
Elasticity-inspired deformers for character articulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Smooth skinning decomposition with rigid bones
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
KinÊtre: animating the world with the human body
Proceedings of the 25th annual ACM symposium on User interface software and technology
CageR: Cage-Based Reverse Engineering of Animated 3D Shapes
Computer Graphics Forum
Content-aware exaggerated editing for life-like captured animations
Proceedings of the 9th European Conference on Visual Media Production
Interactive virtual try-on based on real-time motion capture
PCM'12 Proceedings of the 13th Pacific-Rim conference on Advances in Multimedia Information Processing
Two-layer sparse compression of dense-weight blend skinning
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Implicit skinning: real-time skin deformation with contact modeling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Differential blending for expressive sketch-based posing
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Efficient simulation of secondary motion in rig-space
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Geodesic voxel binding for production character meshes
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Shape-aware skeletal deformation for 2D characters
The Visual Computer: International Journal of Computer Graphics
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Skeleton-based linear blend skinning (LBS) remains the most popular method for real-time character deformation and animation. The key to its success is its simple implementation and fast execution. However, in addition to the well-studied elbow-collapse and candy-wrapper artifacts, the space of deformations possible with LBS is inherently limited. In particular, blending with only a scalar weight function per bone prohibits properly handling stretching, where bones change length, and twisting, where the shape rotates along the length of the bone. We present a simple modification of the LBS formulation that enables stretching and twisting without changing the existing skeleton rig or bone weights. Our method needs only an extra scalar weight function per bone, which can be painted manually or computed automatically. The resulting formulation significantly enriches the space of possible deformations while only increasing storage and computation costs by constant factors.