Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
Object modelling by registration of multiple range images
Image and Vision Computing - Special issue: range image understanding
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A volumetric method for building complex models from range images
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Sympathetic interfaces: using a plush toy to direct synthetic characters
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Teddy: a sketching interface for 3D freeform design
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Computer puppetry: An importance-based approach
ACM Transactions on Graphics (TOG)
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A sketching interface for articulated figure animation
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Layered acting for character animation
ACM SIGGRAPH 2003 Papers
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
Mean value coordinates for closed triangular meshes
ACM SIGGRAPH 2005 Papers
As-rigid-as-possible shape manipulation
ACM SIGGRAPH 2005 Papers
Spatial keyframing for performance-driven animation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automatic generation of personalized human avatars from multi-view video
Proceedings of the ACM symposium on Virtual reality software and technology
Image deformation using moving least squares
ACM SIGGRAPH 2006 Papers
Harmonic coordinates for character articulation
ACM SIGGRAPH 2007 papers
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Embedded deformation for shape manipulation
ACM SIGGRAPH 2007 papers
Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics
ACM SIGGRAPH 2007 papers
A meshless hierarchical representation for light transport
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH 2008 papers
Articulated mesh animation from multi-view silhouettes
ACM SIGGRAPH 2008 papers
Video puppetry: a performative interface for cutout animation
ACM SIGGRAPH Asia 2008 papers
Variational harmonic maps for space deformation
ACM SIGGRAPH 2009 papers
Animating non-humanoid characters with human motion data
Proceedings of the 2010 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Multitouch puppetry: creating coordinated 3D motion for an articulated arm
ACM International Conference on Interactive Tabletops and Surfaces
Bounded biharmonic weights for real-time deformation
ACM SIGGRAPH 2011 papers
Stretchable and Twistable Bones for Skeletal Shape Deformation
Proceedings of the 2011 SIGGRAPH Asia Conference
KinectFusion: real-time 3D reconstruction and interaction using a moving depth camera
Proceedings of the 24th annual ACM symposium on User interface software and technology
Real-time human pose recognition in parts from single depth images
CVPR '11 Proceedings of the 2011 IEEE Conference on Computer Vision and Pattern Recognition
Creature features: online motion puppetry for non-human characters
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
BodyAvatar: creating freeform 3D avatars using first-person body gestures
Proceedings of the 26th annual ACM symposium on User interface software and technology
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KinÊtre allows novice users to scan arbitrary physical objects and bring them to life in seconds. The fully interactive system allows diverse static meshes to be animated using the entire human body. Traditionally, the process of mesh animation is laborious and requires domain expertise, with rigging specified manually by an artist when designing the character. KinÊtre makes creating animations a more playful activity, conducted by novice users interactively "at runtime". This paper describes the KinÊtre system in full, highlighting key technical contributions and demonstrating many examples of users animating meshes of varying shapes and sizes. These include non-humanoid meshes and incomplete surfaces produced by 3D scanning - two challenging scenarios for existing mesh animation systems. Rather than targeting professional CG animators, KinÊtre is intended to bring mesh animation to a new audience of novice users. We demonstrate potential uses of our system for interactive storytelling and new forms of physical gaming.