Matrix animation and polar decomposition
Proceedings of the conference on Graphics interface '92
Matrix computations (3rd ed.)
Simplifying surfaces with color and texture using quadric error metrics
Proceedings of the conference on Visualization '98
Compression of time-dependent geometry
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
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
Multi-resolution dynamic meshes with arbitrary deformations
Proceedings of the conference on Visualization '00
A user-programmable vertex engine
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Spherical averages and applications to spherical splines and interpolation
ACM Transactions on Graphics (TOG)
Mean Shift: A Robust Approach Toward Feature Space Analysis
IEEE Transactions on Pattern Analysis and Machine Intelligence
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
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
Means and Averaging in the Group of Rotations
SIAM Journal on Matrix Analysis and Applications
Mean Shift, Mode Seeking, and Clustering
IEEE Transactions on Pattern Analysis and Machine Intelligence
Compression of dynamic 3D geometry data using iterative closest point algorithm
Computer Vision and Image Understanding - Registration and fusion of range images
Parameterized Animation Compression
Proceedings of the Eurographics Workshop on Rendering Techniques 2000
Dynapack: space-time compression of the 3D animations of triangle meshes with fixed connectivity
Proceedings of the 2003 ACM SIGGRAPH/Eurographics symposium on Computer animation
Geometry videos: a new representation for 3D animations
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
Non-iterative, feature-preserving mesh smoothing
ACM SIGGRAPH 2003 Papers
Mean Shift Based Clustering in High Dimensions: A Texture Classification Example
ICCV '03 Proceedings of the Ninth IEEE International Conference on Computer Vision - Volume 2
A Fast Finite Element Solution for Cloth Modelling
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
GI '04 Proceedings of the 2004 Graphics Interface Conference
BD-tree: output-sensitive collision detection for reduced deformable models
ACM SIGGRAPH 2004 Papers
Wavelet compression of parametrically coherent mesh sequences
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Partial and approximate symmetry detection for 3D geometry
ACM SIGGRAPH 2006 Papers
Capturing and animating skin deformation in human motion
ACM SIGGRAPH 2006 Papers
Editing arbitrarily deforming surface animations
ACM SIGGRAPH 2006 Papers
Inverse kinematics for reduced deformable models
ACM SIGGRAPH 2006 Papers
ACM SIGGRAPH 2006 Sketches
Precomputed ambient occlusion for character skins
ACM SIGGRAPH 2006 Sketches
Progressive skinning for video game character animations
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
Proceedings of the 2006 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-time ambient occlusion for dynamic character skins
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
SCA '07 Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
Real-time enveloping with rotational regression
ACM SIGGRAPH 2007 papers
Mesh puppetry: cascading optimization of mesh deformation with inverse kinematics
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
Mesh Ensemble Motion Graphs: Data-driven mesh animation with constraints
ACM Transactions on Graphics (TOG)
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
ACM Transactions on Graphics (TOG)
Real-time data driven deformation using kernel canonical correlation analysis
ACM SIGGRAPH 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)
Data-driven curvature for real-time line drawing of dynamic scenes
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
Joint-aware manipulation of deformable models
ACM SIGGRAPH 2009 papers
Curve skeleton extraction from incomplete point cloud
ACM SIGGRAPH 2009 papers
Gradient domain mesh deformation: a survey
Journal of Computer Science and Technology
Skipping steps in deformable simulation with online model reduction
ACM SIGGRAPH Asia 2009 papers
Meshless modeling of deformable shapes and their motion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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
ACM Transactions on Graphics (TOG)
A hierarchical segmentation of articulated bodies
SGP '08 Proceedings of the Symposium on Geometry Processing
Non-rigid registration under isometric deformations
SGP '08 Proceedings of the Symposium on Geometry Processing
Stable spaces for real-time clothing
ACM SIGGRAPH 2010 papers
A deformation transformer for real-time cloth animation
ACM SIGGRAPH 2010 papers
3D mesh segmentation using mean-shifted curvature
GMP'08 Proceedings of the 5th international conference on Advances in geometric modeling and processing
Saliency for animated meshes with material properties
Proceedings of the 7th Symposium on Applied Perception in Graphics and Visualization
Video-based reconstruction of animatable human characters
ACM SIGGRAPH Asia 2010 papers
Technical Section: Fitting 3D garment models onto individual human models
Computers and Graphics
GPU curvature estimation on deformable meshes
I3D '11 Symposium on Interactive 3D Graphics and Games
Leveraging motion capture and 3D scanning for high-fidelity facial performance acquisition
ACM SIGGRAPH 2011 papers
Global registration of dynamic range scans for articulated model reconstruction
ACM Transactions on Graphics (TOG)
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
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
Pose-consistent 3D shape segmentation based on a quantum mechanical feature descriptor
DAGM'11 Proceedings of the 33rd international conference on Pattern recognition
Hardware accelerated skin deformation for animated crowds
MMM'07 Proceedings of the 13th International conference on Multimedia Modeling - Volume Part II
Real-Time animation of large crowds
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Group-Valued regularization framework for motion segmentation of dynamic non-rigid shapes
SSVM'11 Proceedings of the Third international conference on Scale Space and Variational Methods in Computer Vision
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Fabricating articulated characters from skinned meshes
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Energy-based self-collision culling for arbitrary mesh deformations
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Motion-based mesh segmentation using augmented silhouettes
Graphical Models
An optimization approach for extracting and encoding consistent maps in a shape collection
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Elasticity-inspired deformers for character articulation
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
Articulated motion segmentation of point clouds by group-valued regularization
EG 3DOR'12 Proceedings of the 5th Eurographics conference on 3D Object Retrieval
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
Volumetric subspace mesh deformation with structure preservation
Computer Animation and Virtual Worlds
CageR: Cage-Based Reverse Engineering of Animated 3D Shapes
Computer Graphics Forum
Content-aware exaggerated editing for life-like captured animations
Proceedings of the 9th European Conference on Visual Media Production
Interactive steering of mesh animations
EUROSCA'12 Proceedings of the 11th ACM SIGGRAPH / Eurographics conference on Computer Animation
Interactive steering of mesh animations
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
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
One-to-many: example-based mesh animation synthesis
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Efficient simulation of secondary motion in rig-space
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Pose analysis using spectral geometry
The Visual Computer: International Journal of Computer Graphics
Procedural model of horse simulation
Proceedings of the 12th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Its Applications in Industry
Dynamic radial view based culling for continuous self-collision detection
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Animation-aware quadrangulation
SGP '13 Proceedings of the Eleventh Eurographics/ACMSIGGRAPH Symposium on Geometry Processing
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We extend approaches for skinning characters to the general setting of skinning deformable mesh animations. We provide an automatic algorithm for generating progressive skinning approximations, that is particularly efficient for pseudo-articulated motions. Our contributions include the use of nonparametric mean shift clustering of high-dimensional mesh rotation sequences to automatically identify statistically relevant bones, and robust least squares methods to determine bone transformations, bone-vertex influence sets, and vertex weight values. We use a low-rank data reduction model defined in the undeformed mesh configuration to provide progressive convergence with a fixed number of bones. We show that the resulting skinned animations enable efficient hardware rendering, rest pose editing, and deformable collision detection. Finally, we present numerous examples where skins were automatically generated using a single set of parameter values.