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
Deformation transfer for triangle meshes
ACM SIGGRAPH 2004 Papers
Modeling deformable human hands from medical images
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Skeletal Parameter Estimation from Optical Motion Capture Data
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
ACM SIGGRAPH 2005 Papers
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
Editing arbitrarily deforming surface animations
ACM SIGGRAPH 2006 Papers
Local distance preservation in the GP-LVM through back constraints
ICML '06 Proceedings of the 23rd international conference on Machine learning
A skinning approach for dynamic 3D mesh compression: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
Gaussian Processes for Machine Learning (Adaptive Computation and Machine Learning)
Gaussian Processes for Machine Learning (Adaptive Computation and Machine Learning)
Probabilistic Non-linear Principal Component Analysis with Gaussian Process Latent Variable Models
The Journal of Machine Learning Research
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Surface Capture for Performance-Based Animation
IEEE Computer Graphics and Applications
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Embedded deformation for shape manipulation
ACM SIGGRAPH 2007 papers
Gradient domain editing of deforming mesh sequences
ACM SIGGRAPH 2007 papers
Example-based skeleton extraction
SGP '07 Proceedings of the fifth Eurographics symposium on Geometry processing
On Linear Variational Surface Deformation Methods
IEEE Transactions on Visualization and Computer Graphics
Gaussian Process Dynamical Models for Human Motion
IEEE Transactions on Pattern Analysis and Machine Intelligence
ACM Transactions on Graphics (TOG)
Data-driven modeling of skin and muscle deformation
ACM SIGGRAPH 2008 papers
Articulated mesh animation from multi-view silhouettes
ACM SIGGRAPH 2008 papers
Performance capture from sparse multi-view video
ACM SIGGRAPH 2008 papers
Facial performance synthesis using deformation-driven polynomial displacement maps
ACM SIGGRAPH Asia 2008 papers
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2009 papers
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Combined compression and simplification of dynamic 3D meshes
Computer Animation and Virtual Worlds
Pose-space animation and transfer of facial details
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Stable spaces for real-time clothing
ACM SIGGRAPH 2010 papers
A deformation transformer for real-time cloth animation
ACM SIGGRAPH 2010 papers
Gaussian process latent variable models for human pose estimation
MLMI'07 Proceedings of the 4th international conference on Machine learning for multimodal interaction
Physics-inspired upsampling for cloth simulation in games
ACM SIGGRAPH 2011 papers
4D parametric motion graphs for interactive animation
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Automatically Rigging Multi-component Characters
Computer Graphics Forum
Animating Wrinkles by Example on Non-Skinned Cloth
IEEE Transactions on Visualization and Computer Graphics
Representing and Manipulating Mesh-Based Character Animations
SIBGRAPI '12 Proceedings of the 2012 25th SIBGRAPI Conference on Graphics, Patterns and Images
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We propose a new approach to represent and manipulate a mesh-based character animation preserving its time-varying details. Our method first decomposes the input mesh animation into coarse and fine deformation components. A model for the coarse deformations is constructed by an underlying kinematic skeleton structure and blending skinning weights. Thereafter, a non-linear probabilistic model is used to encode the fine time-varying details of the input animation. The user can manipulate the corresponding skeleton-based component of the input, which can be done by any standard animation package, and the final result is generated including its important time-varying details. By converting an input sample animation into our new hybrid representation, we are able to maintain the flexibility of mesh-based methods during animation creation while allowing for practical manipulations using the standard skeleton-based paradigm. We demonstrate the performance of our method by converting and manipulating several mesh animations generated by different performance capture approaches and apply it to represent and manipulate cloth simulation data.