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
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
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
Fast 3D triangle-box overlap testing
Journal of Graphics Tools
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
Hierarchical mesh decomposition using fuzzy clustering and cuts
ACM SIGGRAPH 2003 Papers
Real-time Voxelization for Complex Polygonal Models
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Physically based rigging for deformable characters
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Skinning with dual quaternions
Proceedings of the 2007 symposium on Interactive 3D graphics and games
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
ACM SIGGRAPH 2008 papers
Single-pass GPU solid voxelization for real-time applications
GI '08 Proceedings of graphics interface 2008
Reusable skinning templates using cage-based deformations
ACM SIGGRAPH Asia 2008 papers
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
Comprehensive biomechanical modeling and simulation of the upper body
ACM Transactions on Graphics (TOG)
Fast parallel surface and solid voxelization on GPUs
ACM SIGGRAPH Asia 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
Frankenrigs: Building Character Rigs from Multiple Sources
IEEE Transactions on Visualization and Computer Graphics
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
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
Elasticity-inspired deformers for character articulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Hi-index | 0.00 |
We propose a fully automatic method for specifying influence weights for closed-form skinning methods, such as linear blend skinning. Our method is designed to work with production meshes that may contain non-manifold geometry, be non-watertight, have intersecting triangles, or be comprise of multiple connected components. Starting from a character rest pose mesh and skeleton hierarchy, we first voxelize the input geometry. The resulting voxelization is then used to calculate binding weights, based on the geodesic distance between each voxel lying on a skeleton "bone" and all non-exterior voxels. This yields smooth weights at interactive rates, without time-constants, iteration parameters, or costly optimization at bind or pose time. By decoupling weight assignment from distance computation we make it possible to modify weights interactively, at pose time, without additional pre-processing or computation. This allows artists to assess impact of weight selection in the context in which they are used.