Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
SKETCH: an interface for sketching 3D scenes
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Teddy: a sketching interface for 3D freeform design
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Linear combination of transformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Motion doodles: an interface for sketching character motion
ACM SIGGRAPH 2004 Papers
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Large mesh deformation using the volumetric graph Laplacian
ACM SIGGRAPH 2005 Papers
A sketch-based interface for detail-preserving mesh editing
ACM SIGGRAPH 2005 Papers
Curve skeleton skinning for human and creature characters: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Deformation styles for spline-based skeletal animation
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
FiberMesh: designing freeform surfaces with 3D curves
ACM SIGGRAPH 2007 papers
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
A sketching interface for articulated figure animation
ACM SIGGRAPH 2007 courses
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
Sketch-based Interfaces: Sketching contours
Computers and Graphics
Sketch-Based Virtual Human Modelling and Animation
SG '07 Proceedings of the 8th international symposium on Smart Graphics
Modeling from contour drawings
Proceedings of the 6th Eurographics Symposium on Sketch-Based Interfaces and Modeling
Technical Section: A sketch-based approach to human body modelling
Computers and Graphics
Structured annotations for 2D-to-3D modeling
ACM SIGGRAPH Asia 2009 papers
Stretchable and Twistable Bones for Skeletal Shape Deformation
Proceedings of the 2011 SIGGRAPH Asia Conference
The line of action: an intuitive interface for expressive character posing
ACM Transactions on Graphics (TOG)
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Generating highly expressive and caricatured poses can be difficult in 3D computer animation because artists must interact with characters indirectly through complex character rigs. Furthermore, since caricatured poses often involve large bends and twists, artifacts arise with traditional skinning algorithms that are not designed to blend large, disparate rotations and cannot represent extremely large rotations. To overcome these problems, we introduce a differential blending algorithm that can successfully encode and blend large transformations, overcoming the inherent limitation of previous skeletal representations. Based on this blending method, we illustrate a sketch-based interface that supports curved bones and implements the line-of-action concept from hand-drawn animation to create expressive poses in 3D animation. By interpolating stored differential transformations across temporal keyframes, our system also generates caricatured animation. We present a detailed technical analysis of our differential blending algorithm and show several posing and animation results created using our system to demonstrate the utility of our method in practice.