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
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Multi-weight enveloping: least-squares approximation techniques for skin animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Interactive skeleton-driven dynamic deformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Simplification and Repair of Polygonal Models Using Volumetric Techniques
IEEE Transactions on Visualization and Computer Graphics
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
Meshless deformations based on shape matching
ACM SIGGRAPH 2005 Papers
Physically based rigging for deformable characters
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
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)
Kinodynamic skinning using volume-preserving deformations
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Real-time enveloping with rotational regression
ACM SIGGRAPH 2007 papers
FastLSM: fast lattice shape matching for robust real-time deformation
ACM SIGGRAPH 2007 papers
As-rigid-as-possible surface modeling
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
On Linear Variational Surface Deformation Methods
IEEE Transactions on Visualization and Computer Graphics
Example-based dynamic skinning in real time
ACM SIGGRAPH 2008 papers
Offset curve deformation from skeletal animation
ACM SIGGRAPH 2008 talks
Reusable skinning templates using cage-based deformations
ACM SIGGRAPH Asia 2008 papers
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
Bone Glow: An Improved Method for the Assignment of Weights for Mesh Deformation
AMDO '08 Proceedings of the 5th international conference on Articulated Motion and Deformable Objects
Automatic linearization of nonlinear skinning
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Comprehensive biomechanical modeling and simulation of the upper body
ACM Transactions on Graphics (TOG)
Exact volume preserving skinning with shape control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
A simple geometric model for elastic deformations
ACM SIGGRAPH 2010 papers
Efficient elasticity for character skinning with contact and collisions
ACM SIGGRAPH 2011 papers
Bounded biharmonic weights for real-time deformation
ACM SIGGRAPH 2011 papers
Real-time large-deformation substructuring
ACM SIGGRAPH 2011 papers
Physics-based character skinning using multi-domain subspace deformations
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Stretchable and Twistable Bones for Skeletal Shape Deformation
Proceedings of the 2011 SIGGRAPH Asia Conference
Spherical skinning with dual quaternions and QTangents
ACM SIGGRAPH 2011 Talks
Lattice-Based Skinning and Deformation for Real-Time Skeleton-Driven Animation
CADGRAPHICS '11 Proceedings of the 2011 12th International Conference on Computer-Aided Design and Computer Graphics
Fast automatic skinning transformations
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
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
SmurVEbox: a smart multi-user real-time virtual environment for generating character animations
Proceedings of the Virtual Reality International Conference: Laval Virtual
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
Simulation and control of skeleton-driven soft body characters
ACM Transactions on Graphics (TOG)
SMI 2013: Shape modeling for animated characters using ordinary differential equations
Computers and Graphics
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Current approaches to skeletally-controlled character articulation range from real-time, closed-form skinning methods to offline, physically-based simulation. In this paper, we seek a closed-form skinning method that approximates nonlinear elastic deformations well while remaining very fast. Our contribution is two-fold: (1) we optimize skinning weights for the standard linear and dual quaternion skinning techniques so that the resulting deformations minimize an elastic energy function. We observe that this is not sufficient to match the visual quality of the original elastic deformations and therefore, we develop (2) a new skinning method based on the concept of joint-based deformers. We propose a specific deformer which is visually similar to nonlinear variational deformation methods. Our final algorithm is fully automatic and requires little or no input from the user other than a rest-pose mesh and a skeleton. The runtime complexity requires minimal memory and computational overheads compared to linear blend skinning, while producing higher quality deformations than both linear and dual quaternion skinning.