Radial basis functions for multivariable interpolation: a review
Algorithms for approximation
Principal Warps: Thin-Plate Splines and the Decomposition of Deformations
IEEE Transactions on Pattern Analysis and Machine Intelligence
Simulation of object and human skin formations in a grasping task
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Good vibrations: modal dynamics for graphics and animation
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Dynamic deformation of solid primitives with constraints
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Realistic modeling for facial animation
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Matrix computations (3rd ed.)
Computer facial animation
Anatomy-based modeling of the human musculature
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
ArtDefo: accurate real time deformable objects
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Graphical modeling and animation of brittle fracture
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A morphable model for the synthesis of 3D faces
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
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Dynamic real-time deformations using space & time adaptive sampling
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Scanning physical interaction behavior of 3D objects
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Digital Character Animation 2: Essential Techniques
Digital Character Animation 2: Essential Techniques
DyRT: dynamic response textures for real time deformation simulation with graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Articulated body deformation from range scan data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Real-Time Elastic Deformations of Soft Tissues for Surgery Simulation
IEEE Transactions on Visualization and Computer Graphics
Physically Based Models with Rigid and Deformable Components
IEEE Computer Graphics and Applications
An automatic modeling of human bodies from sizing parameters
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Direct manipulation of interactive character skins
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Construction and animation of anatomically based human hand models
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Handrix: animating the human hand
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Precomputing interactive dynamic deformable scenes
ACM SIGGRAPH 2003 Papers
An example-based approach to human body manipulation
Graphical Models
Modeling deformable human hands from medical images
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Modal Warping: Real-Time Simulation of Large Rotational Deformation and Manipulation
IEEE Transactions on Visualization and Computer Graphics
Automatic modeling of virtual humans and body clothing
Journal of Computer Science and Technology - Special issue on computer graphics and computer-aided design
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2005 Papers
An art-directed wrinkle system for CG character clothing
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Robust quasistatic finite elements and flesh simulation
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Physically based rigging for deformable characters
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Helping hand: an anatomically accurate inverse dynamics solution for unconstrained hand motion
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Outside-in anatomy based character rigging
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic skinning: adding real-time dynamic effects to an existing character animation
Proceedings of the 21st spring conference on Computer graphics
Human hand modeling from surface anatomy
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Subspace gradient domain mesh deformation
ACM SIGGRAPH 2006 Papers
Interactive editing of segmented volumetric datasets in a hybrid 2D/3D virtual environment
Proceedings of the ACM symposium on Virtual reality software and technology
Animation space: A truly linear framework for character animation
ACM Transactions on Graphics (TOG)
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Physically based rigging for deformable characters
Graphical Models
Skinning with dual quaternions
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Skinning arbitrary deformations
Proceedings of the 2007 symposium on Interactive 3D graphics and games
The effect of tendons on foot skin deformation
Computer-Aided Design
Kinodynamic skinning using volume-preserving deformations
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Real-time enveloping with rotational regression
ACM SIGGRAPH 2007 papers
Key Point Subspace Acceleration and soft caching
ACM SIGGRAPH 2007 papers
A comparison of linear skinning techniques for character animation
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
An art-directed wrinkle system for CG character clothing and skin
Graphical Models
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Data-driven modeling of skin and muscle deformation
ACM SIGGRAPH 2008 papers
Reusable skinning templates using cage-based deformations
ACM SIGGRAPH Asia 2008 papers
Optimizing cubature for efficient integration of subspace deformations
ACM SIGGRAPH Asia 2008 papers
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
Controlling deformable material with dynamic morph targets
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Automatic linearization of nonlinear skinning
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Harmonic 1-form based skeleton extraction from examples
Graphical Models
Exact volume preserving skinning with shape control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Skipping steps in deformable simulation with online model reduction
ACM SIGGRAPH Asia 2009 papers
Pose-space animation and transfer of facial details
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Real-Time Dynamic Wrinkles of Face for Animated Skinned Mesh
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Frankenrigs: building character rigs from multiple sources
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Boneless pose editing and animation
SCIA'07 Proceedings of the 15th Scandinavian conference on Image analysis
Stable spaces for real-time clothing
ACM SIGGRAPH 2010 papers
Example-based wrinkle synthesis for clothing animation
ACM SIGGRAPH 2010 papers
A deformation transformer for real-time cloth animation
ACM SIGGRAPH 2010 papers
Animating a synergy-based deformable hand avatar for haptic grasping
EuroHaptics'10 Proceedings of the 2010 international conference on Haptics - generating and perceiving tangible sensations: Part II
System structures for efficient rendering in virtual worlds and virtual testbeds
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part II
Model transduction for triangle meshes
Journal of Computer Science and Technology
Active geometry for game characters
MIG'10 Proceedings of the Third international conference on Motion in games
Efficient elasticity for character skinning with contact and collisions
ACM SIGGRAPH 2011 papers
Physics-inspired upsampling for cloth simulation in games
ACM SIGGRAPH 2011 papers
Physics-based character skinning using multi-domain subspace deformations
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Controllable hand deformation from sparse examples with rich details
SCA '11 Proceedings of the 2011 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Controlling physics-based characters using soft contacts
Proceedings of the 2011 SIGGRAPH Asia Conference
Hardware accelerated skin deformation for animated crowds
MMM'07 Proceedings of the 13th International conference on Multimedia Modeling - Volume Part II
Dynamic skinning for popping dance
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Modeling relaxed hand shape for character animation
AMDO'06 Proceedings of the 4th international conference on Articulated Motion and Deformable Objects
Fabricating articulated characters from skinned meshes
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Detail-aware spatial deformation transfer
Computer Animation and Virtual Worlds
Pose space surface manipulation
International Journal of Computer Games Technology
Elasticity-inspired deformers for character articulation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
RigMesh: automatic rigging for part-based shape modeling and deformation
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Smooth skinning decomposition with rigid bones
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
LibEE: a multithreaded dependency graph for character animation
Proceedings of the Digital Production Symposium
Enriching coarse interactive elastic objects with high-resolution data-driven deformations
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Enriching coarse interactive elastic objects with high-resolution data-driven deformations
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Two-layer sparse compression of dense-weight blend skinning
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Implicit skinning: real-time skin deformation with contact modeling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Efficient simulation of secondary motion in rig-space
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Geodesic voxel binding for production character meshes
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Wrinkle flow for compact representation of predefined clothing animation
ACM SIGGRAPH 2013 Posters
Sparse localized deformation components
ACM Transactions on Graphics (TOG)
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We present a technique which allows subtle nonlinear quasi-static deformations of articulated characters to be compactly approximated by data-dependent eigenbases which are optimized for real time rendering on commodity graphics hardware. The method extends the common Skeletal-Subspace Deformation (SSD) technique to provide efficient approximations of the complex deformation behaviours exhibited in simulated, measured, and artist-drawn characters. Instead of storing displacements for key poses (which may be numerous), we precompute principal components of the deformation influences for individual kinematic joints, and so construct error-optimal eigenbases describing each joint's deformation subspace. Pose-dependent deformations are then expressed in terms of these reduced eigenbases, allowing precomputed coefficients of the eigenbasis to be interpolated at run time. Vertex program hardware can then efficiently render nonlinear skin deformations using a small number of eigendisplacements stored in graphics hardware. We refer to the final resulting character skinning construct as the model's EigenSkin. Animation results are presented for a very large nonlinear finite element model of a human hand rendered in real time at minimal cost to the main CPU.