Simplification and Repair of Polygonal Models Using Volumetric Techniques
IEEE Transactions on Visualization and Computer Graphics
Fast, Fully-Automated Generation of Control Skeletons for Use in Animation
CA '00 Proceedings of the Computer Animation
Automatic Animation Skeleton Construction Using Repulsive Force Field
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Simultaneous shape decomposition and skeletonization
Proceedings of the 2006 ACM symposium on Solid and physical modeling
Curve-Skeleton Properties, Applications, and Algorithms
IEEE Transactions on Visualization and Computer Graphics
Skeleton Pruning by Contour Partitioning with Discrete Curve Evolution
IEEE Transactions on Pattern Analysis and Machine Intelligence
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
Example-based skeleton extraction
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
Skeleton extraction by mesh contraction
ACM SIGGRAPH 2008 papers
Rig retargeting for 3D animation
Proceedings of Graphics Interface 2009
Automatic rigging for animation characters with 3D silhouette
Computer Animation and Virtual Worlds - CASA' 2009 Special Issue
Generating Animation from Natural Language Texts and Framework of Motion Database
CW '09 Proceedings of the 2009 International Conference on CyberWorlds
Learning skeletons for shape and pose
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Skeleton-growing: a vector-field-based 3D curve-skeleton extraction algorithm
ACM SIGGRAPH ASIA 2010 Sketches
Automatic single-view character model reconstruction
Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling
Hi-index | 0.00 |
Rigging is a process for creating skeletons used to animate articulated characters. In conventional computer-animation software, this process must be performed manually. Although several automatic rigging algorithms have been proposed, these methods still require user intervention. This paper proposes an automatic algorithm that generates an inverse kinematic skeleton for a character by locating an appropriate template skeleton on the extracted curve skeleton of the input 3D character model. After the curve skeleton is extracted, it is analyzed and classified into an appropriate category. The classification conditions are developed from the characteristics of each kind of real animal. We also develop an algorithm to extract the anatomical meaning of each skeleton segment. On the basis of the classification result, a suitable template skeleton is retrieved from the database. Each bone of the template skeleton can then be located on the appropriate skeleton segment of the input skeleton graph by using the extracted anatomical meanings. In contrast to previous methods, the algorithm does not require the input 3D character models to have certain poses or orientations. Moreover, all processes can be completed without user intervention. Copyright © 2012 John Wiley & Sons, Ltd.