Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
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
Wires: a geometric deformation technique
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Animating rotation with quaternion curves
SIGGRAPH '85 Proceedings of the 12th 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
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
Computing the Diameter of a Point Set
DGCI '02 Proceedings of the 10th International Conference on Discrete Geometry for Computer Imagery
Learning bilinear models for two-factor problems in vision.
CVPR '97 Proceedings of the 1997 Conference on Computer Vision and Pattern Recognition (CVPR '97)
Modeling deformable human hands from medical images
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
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
Creating and Simulating Skeletal Muscle from the Visible Human Data Set
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2005 Papers
SCAPE: shape completion and animation of people
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
Outside-in anatomy based character rigging
Proceedings of the 2005 ACM SIGGRAPH/Eurographics symposium on Computer animation
Dynamic Animation and Control Environment
GI '05 Proceedings of Graphics Interface 2005
Dynamic skinning: adding real-time dynamic effects to an existing character animation
Proceedings of the 21st spring conference on Computer graphics
Capturing and animating skin deformation in human motion
ACM SIGGRAPH 2006 Papers
Compression of motion capture databases
ACM SIGGRAPH 2006 Papers
Inverse kinematics for reduced deformable models
ACM SIGGRAPH 2006 Papers
Computational studies of human motion: part 1, tracking and motion synthesis
Foundations and Trends® in Computer Graphics and Vision
Efficient collision detection for spherical blend skinning
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Progressive skinning for video game character animations
ACM SIGGRAPH 2006 Sketches
Normal transformations for articulated models
ACM SIGGRAPH 2006 Sketches
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
Smart particle filtering for high-dimensional tracking
Computer Vision and Image Understanding
Kinodynamic skinning using volume-preserving deformations
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-time enveloping with rotational regression
ACM SIGGRAPH 2007 papers
Embedded deformation for shape manipulation
ACM SIGGRAPH 2007 papers
Handle-aware isolines for scalable shape editing
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
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
Animating the Human Muscle Structure
Computing in Science and Engineering
An art-directed wrinkle system for CG character clothing and skin
Graphical Models
Example-based dynamic skinning in real time
ACM SIGGRAPH 2008 papers
Real-time data driven deformation using kernel canonical correlation analysis
ACM SIGGRAPH 2008 papers
Data-driven modeling of skin and muscle deformation
ACM SIGGRAPH 2008 papers
Reusable skinning templates using cage-based deformations
ACM SIGGRAPH Asia 2008 papers
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
A survey of spatial deformation from a user-centered perspective
ACM Transactions on Graphics (TOG)
Data-driven curvature for real-time line drawing of dynamic scenes
ACM Transactions on Graphics (TOG)
Analytic simplification of animated characters
Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
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
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
Example based skinning with progressively optimized support joints
ACM SIGGRAPH ASIA 2009 Posters
Learning skeletons for shape and pose
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Frankenrigs: building character rigs from multiple sources
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
A hierarchical segmentation of articulated bodies
SGP '08 Proceedings of the Symposium on Geometry Processing
Boneless pose editing and animation
SCIA'07 Proceedings of the 15th Scandinavian conference on Image analysis
Generating body surface deformation using level set method
AMFG'07 Proceedings of the 3rd international conference on Analysis and modeling of faces and gestures
Example-based wrinkle synthesis for clothing animation
ACM SIGGRAPH 2010 papers
Technical Section: Exoskeleton: Curve network abstraction for 3D shapes
Computers and Graphics
Active geometry for game characters
MIG'10 Proceedings of the Third international conference on Motion in games
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
Stretchable and Twistable Bones for Skeletal Shape Deformation
Proceedings of the 2011 SIGGRAPH Asia Conference
Technical Section: Skeleton driven animation based on implicit skinning
Computers and Graphics
Dynamic skinning for popping dance
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Generic-model based human-body modeling
ICEC'05 Proceedings of the 4th international conference on Entertainment Computing
Realistic skeleton driven skin deformation
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and Its Applications - Volume Part III
Fabricating articulated characters from skinned meshes
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
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
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
Large-scale data management for PRT-based real-time rendering of dynamically skinned models
EGSR'07 Proceedings of the 18th Eurographics conference on Rendering Techniques
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
Differential blending for expressive sketch-based posing
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
The Visual Computer: International Journal of Computer Graphics
Sparse localized deformation components
ACM Transactions on Graphics (TOG)
SMI 2013: Shape modeling for animated characters using ordinary differential equations
Computers and Graphics
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Good character animation requires convincing skin deformations including subtleties and details like muscle bulges. Such effects are typically created in commercial animation packages which provide very general and powerful tools. While these systems are convenient and flexible for artists, the generality often leads to characters that are slow to compute or that require a substantial amount of memory and thus cannot be used in interactive systems. Instead, interactive systems restrict artists to a specific character deformation model which is fast and memory efficient but is notoriously difficult to author and can suffer from many deformation artifacts. This paper presents an automated framework that allows character artists to use the full complement of tools in high-end systems to create characters for interactive systems. Our method starts with an arbitrarily rigged character in an animation system. A set of examples is exported, consisting of skeleton configurations paired with the deformed geometry as static meshes. Using these examples, we fit the parameters of a deformation model that best approximates the original data yet remains fast to compute and compact in memory.