Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
LAPACK Users' guide (third ed.)
LAPACK Users' guide (third ed.)
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
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Spherical averages and applications to spherical splines and interpolation
ACM Transactions on Graphics (TOG)
On-line locomotion generation based on motion blending
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Multi-weight enveloping: least-squares approximation techniques for skin animation
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
Medial-based vertex deformation
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
Linear combination of transformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Animating Real-Time Game Characters with Cdrom
Animating Real-Time Game Characters with Cdrom
Direct manipulation of interactive character skins
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Modeling of Bodies and Clothes for Virtual Environments
CW '04 Proceedings of the 2004 International Conference on Cyberworlds
Capturing and animating skin deformation in human motion
ACM SIGGRAPH 2006 Papers
Subspace gradient domain mesh deformation
ACM SIGGRAPH 2006 Papers
Efficient collision detection for spherical blend skinning
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
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
Skinning with dual quaternions
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Deformation styles for spline-based skeletal animation
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
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
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)
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
Controlling deformable material with dynamic morph targets
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Real-time individualized virtual humans
ACM SIGGRAPH ASIA 2008 courses
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
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
Steady affine motions and morphs
ACM Transactions on Graphics (TOG)
Technical Section: Skeleton driven animation based on implicit skinning
Computers and Graphics
Smooth skinning decomposition with rigid bones
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Interactive virtual try-on based on real-time motion capture
PCM'12 Proceedings of the 13th Pacific-Rim conference on Advances in Multimedia Information Processing
Implicit skinning: real-time skin deformation with contact modeling
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
View-dependent control of elastic rod simulation for 3D character animation
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Differential blending for expressive sketch-based posing
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
SMI 2013: Shape modeling for animated characters using ordinary differential equations
Computers and Graphics
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Skin deformation based on an underlying skeleton is a common method to animate believable organic models. The most widely used skeletal animation algorithm, linear blend skinning, is also known as skeleton subspace deformation, vertex blending, or enveloping. It runs in real-time even on a low-end hardware but it is also notorious for its failures, such as the collapsing-joints artifacts. We present a new algorithm which removes these shortcomings while maintaining almost the same time and memory complexity as the linear blend skinning. Unlike other approaches, our method works with exactly the same input data as the popular linear version. This minimizes the cost of upgrade from linear to spherical blend skinning in many existing applications: the data structures and models need no change at all. The paper discusses also theoretical properties of rotation interpolation, essential to spherical blend skinning.