Multiresolution analysis of arbitrary meshes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
MAPS: multiresolution adaptive parameterization of surfaces
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Consistent mesh parameterizations
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Turning to the masters: motion capturing cartoons
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Computer Aided Geometric Design
The space of human body shapes: reconstruction and parameterization from range scans
ACM SIGGRAPH 2003 Papers
Deformation transfer for triangle meshes
ACM SIGGRAPH 2004 Papers
Cross-parameterization and compatible remeshing of 3D models
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2004 Papers
Iso-charts: stretch-driven mesh parameterization using spectral analysis
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Large mesh deformation using the volumetric graph Laplacian
ACM SIGGRAPH 2005 Papers
Fast exact and approximate geodesics on meshes
ACM SIGGRAPH 2005 Papers
Mean value coordinates for closed triangular meshes
ACM SIGGRAPH 2005 Papers
Design preserving garment transfer
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Dual-domain deformation transfer for triangular meshes
Computer Animation and Virtual Worlds
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To edit or create the animation of a 3D character model has always been an important but time-consuming task, since the animator usually needs to set up the character's skeleton, paint its binding weights, and adjust its key-poses. Hence, we propose an animation transfer system in this paper to take a well-edited character animation as the input. Then, the system can transfer the skeleton, binding weights, and other attributes of the given character model to another static model with only few corresponding feature points specified. The transferring process is based on a mapping between the space around two character meshes. In this paper, the mapping is called consistent volume parameterization, which inherits consistent surface parameterization. Hence, the animator can start to create a skeleton-driven animation for the new character model without any prior setting. Moreover, our system is also capable of cloning a skeleton-driven animation to several other character models which can be used in a crowd animation.