Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A Graduated Assignment Algorithm for Graph Matching
IEEE Transactions on Pattern Analysis and Machine Intelligence
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Sampling with Hammersley and Halton points
Journal of Graphics Tools
Realistic animation of rigid bodies
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Comparing constraint-based motion editing methods
Graphical Models
A Hierarchical Symmetric Stereo Algorithm Using Dynamic Programming
International Journal of Computer Vision
Hierarchical mesh decomposition using fuzzy clustering and cuts
ACM SIGGRAPH 2003 Papers
Deformation transfer for triangle meshes
ACM SIGGRAPH 2004 Papers
Shape segmentation using local slippage analysis
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
A Spectral Technique for Correspondence Problems Using Pairwise Constraints
ICCV '05 Proceedings of the Tenth IEEE International Conference on Computer Vision - Volume 2
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Real-time motion retargeting to highly varied user-created morphologies
ACM SIGGRAPH 2008 papers
Skeleton extraction by mesh contraction
ACM SIGGRAPH 2008 papers
Joint-aware manipulation of deformable models
ACM SIGGRAPH 2009 papers
Illustrating how mechanical assemblies work
ACM SIGGRAPH 2010 papers
Animating non-humanoid characters with human motion data
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Implicit skinning: real-time skin deformation with contact modeling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Hi-index | 0.00 |
Rigging an arbitrary 3D character by creating an animation skeleton is a time-consuming process even for experienced animators. In this paper, we present an algorithm that automatically creates animation rigs for multi-component 3D models, as they are typically found in online shape databases. Our algorithm takes as input a multi-component model and an input animation skeleton with associated motion data. It then creates a target skeleton for the input model, calculates the rigid skinning weights, and a mapping between the joints of the target skeleton and the input animation skeleton. The automatic approach does not need additional semantic information, such as component labels or user-provided correspondences, and succeeds on a wide range of models where the number of components is significantly different. It implicitly handles large scale and proportional differences between input and target skeletons and can deal with certain morphological differences, e.g., if input and target have different numbers of limbs. The output of our algorithm can be directly used in a retargeting system to create a plausible animated character. © 2012 Wiley Periodicals, Inc.