Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
Advanced animation and rendering techniques
Advanced animation and rendering techniques
Teddy: a sketching interface for 3D freeform design
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
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
Usability Engineering
Medial-based vertex deformation
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 Shape Design with Convolution Surfaces
SMI '99 Proceedings of the International Conference on Shape Modeling and Applications
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
SMI '04 Proceedings of the Shape Modeling International 2004
Style-based inverse kinematics
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2004 Papers
A sketch-based interface for detail-preserving mesh editing
ACM SIGGRAPH 2005 Papers
Sketch-based modeling with few strokes
Proceedings of the 21st spring conference on Computer graphics
Graphical Models - Special issue on SMI 2004
SmoothSketch: 3D free-form shapes from complex sketches
ACM SIGGRAPH 2006 Papers
SnapPaste: an interactive technique for easy mesh composition
The Visual Computer: International Journal of Computer Graphics
Curve-Skeleton Properties, Applications, and Algorithms
IEEE Transactions on Visualization and Computer Graphics
FiberMesh: designing freeform surfaces with 3D curves
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
Model Composition from Interchangeable Components
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Real-time motion retargeting to highly varied user-created morphologies
ACM SIGGRAPH 2008 papers
Skeleton extraction by mesh contraction
ACM SIGGRAPH 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
Technical Section: Sketch-based modeling: A survey
Computers and Graphics
Automatic rigging for animation characters with 3D silhouette
Computer Animation and Virtual Worlds - CASA' 2009 Special Issue
Abstraction of 2D shapes in terms of parts
Proceedings of the 7th International Symposium on Non-Photorealistic Animation and Rendering
Structured annotations for 2D-to-3D modeling
ACM SIGGRAPH Asia 2009 papers
ACM SIGGRAPH ASIA 2009 Sketches
Frankenrigs: building character rigs from multiple sources
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
meshmixer: an interface for rapid mesh composition
ACM SIGGRAPH 2010 Talks
Life-sketch: a framework for sketch-based modelling and animation of 3D objects
AUIC '10 Proceedings of the Eleventh Australasian Conference on User Interface - Volume 106
Sketch-based modeling of vascular systems: a first step towards interactive teaching of anatomy
Proceedings of the Seventh Sketch-Based Interfaces and Modeling Symposium
Probabilistic reasoning for assembly-based 3D modeling
ACM SIGGRAPH 2011 papers
Sketching of Mirror-Symmetric Shapes
IEEE Transactions on Visualization and Computer Graphics
Matisse: painting 2D regions for modeling free-form shapes
SBM'08 Proceedings of the Fifth Eurographics conference on Sketch-Based Interfaces and Modeling
A sketch-based method to control deformation in a skeletal implicit surface modeler
SBM'08 Proceedings of the Fifth Eurographics conference on Sketch-Based Interfaces and Modeling
Two-layer sparse compression of dense-weight blend skinning
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Automatic single-view character model reconstruction
Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling
Hi-index | 0.00 |
The creation of a 3D model is only the first stage of the 3D character animation pipeline. Once a model has been created, and before it can be animated, it must be rigged. Manual rigging is laborious, and automatic rigging approaches are far from real-time and do not allow for incremental updates. This is a hindrance in the real world, where the shape of a model is often revised after rigging has been performed. In this paper, we introduce algorithms and a user-interface for sketch-based 3D modeling that unify the modeling and rigging stages of the 3D character animation pipeline. Our algorithms create a rig for each sketched part in real-time, and update the rig as parts are merged or cut. As a result, users can freely pose and animate their shapes and characters while rapidly iterating on the base shape. The rigs are compatible with the state-of-the-art character animation pipeline; they consist of a low-dimensional skeleton along with skin weights identifying the surface with bones of the skeleton.