The quickhull algorithm for convex hulls
ACM Transactions on Mathematical Software (TOMS)
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
Medial-based vertex deformation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Large mesh deformation using the volumetric graph Laplacian
ACM SIGGRAPH 2005 Papers
Mean value coordinates for closed triangular meshes
ACM SIGGRAPH 2005 Papers
Subspace gradient domain mesh deformation
ACM SIGGRAPH 2006 Papers
Curve skeleton skinning for human and creature characters: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Graphical Models - Special issue on SPM 05
Segmenting a deforming mesh into near-rigid components
The Visual Computer: International Journal of Computer Graphics
Mean value coordinates for arbitrary planar polygons
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
Harmonic coordinates for character articulation
ACM SIGGRAPH 2007 papers
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
As-rigid-as-possible surface modeling
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
ACM SIGGRAPH 2008 papers
Shape Deformation Using a Skeleton to Drive Simplex Transformations
IEEE Transactions on Visualization and Computer Graphics
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
Variational harmonic maps for space deformation
ACM SIGGRAPH 2009 papers
Contact-aware nonlinear control of dynamic characters
ACM SIGGRAPH 2009 papers
Computer Aided Geometric Design - Special issue: Geometric modelling and differential geometry
Frankenrigs: building character rigs from multiple sources
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Technical Section: Cage-based deformation transfer
Computers and Graphics
Robust mesh editing using Laplacian coordinates
Graphical Models
Simultaneous shape and pose adaption of articulated models using linear optimization
ECCV'12 Proceedings of the 12th European conference on Computer Vision - Volume Part I
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Skeleton-driven animation methods have been commonly used in animating 3D characters. In these methods, a skinning process that binds the character surface onto the skeleton is required. This process is usually accomplished manually and is a time-consuming task. In this paper, we propose a novel method for automatically skinning skeletal character models. Given the motion of a skeleton, our method can animate the character model automatically. In our method, each joint coordinate is parameterized by its surrounding local surface. In such a way, the character's surface is implicitly bound onto the skeleton. Character animation is achieved by minimizing an energy function that is carefully designed to prevent unnatural volume changes and to guarantee smooth deformations. Experiments demonstrate the efficiency and excellent performance of our method.