Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
Direct manipulation of free-form deformations
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Geometric manipulation of tensor product surfaces
I3D '92 Proceedings of the 1992 symposium on Interactive 3D graphics
An interactive 3D toolkit for constructing 3D widgets
SIGGRAPH '93 Proceedings of the 20th 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
Interactive skeleton techniques for enhancing motion dynamics in key frame animation
Communications of the ACM
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Multi-weight enveloping: least-squares approximation techniques for skin animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
EigenSkin: real time large deformation character skinning in hardware
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
DyRT: dynamic response textures for real time deformation simulation with graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Interactive skeleton-driven dynamic deformations
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
A system for computer generated movies
ACM '72 Proceedings of the ACM annual conference - Volume 1
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Reducing blendshape interference by selected motion attenuation
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Dynamic Animation and Control Environment
GI '05 Proceedings of Graphics Interface 2005
ACM SIGGRAPH 2006 Research posters
Animation space: A truly linear framework for character animation
ACM Transactions on Graphics (TOG)
Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics
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
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Realistic Elbow Flesh Deformation Based on Anthropometrical Data for Ergonomics Modeling
ICDHM '09 Proceedings of the 2nd International Conference on Digital Human Modeling: Held as Part of HCI International 2009
Color 3D digital human modeling and its applications to animation and anthropometry
ICDHM'07 Proceedings of the 1st international conference on Digital human modeling
Skeleton-Based shape deformation using simplex transformations
CGI'06 Proceedings of the 24th international conference on Advances in Computer Graphics
Smooth skinning decomposition with rigid bones
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
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Geometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex, linear blend skinning computes a weighted average of that vertex rigidly transformed by each bone that influences it. Authoring a character for linear blend skinning involves explicitly setting the weights used to compute deformed vertex positions. This process is tedious, repetitive, and frustrating not only because the deformed vertex positions are not intuitively related to the vertex weights, but also because the range of possible deformations is unclear. In this paper, we present a method that lets users directly manipulate the deformed vertex positions in a linear blend skin. We compute the subspace of possible deformed vertex positions, display it for users, and let them place the vertex anywhere in this space. Our algorithm then computes the correct weights automatically. This method lets us provide a skin editing interface that gives users as much direct control as possible and makes explicit what deformations are possible.