Joint-dependent local deformations for hand animation and object grasping
Proceedings on Graphics interface '88
Multiresolution analysis of arbitrary meshes
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Matrix computations (3rd ed.)
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
LSQR: An Algorithm for Sparse Linear Equations and Sparse Least Squares
ACM Transactions on Mathematical Software (TOMS)
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Texture mapping progressive meshes
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
Least squares conformal maps for automatic texture atlas generation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Linear combination of transformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
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
Hierarchical Least Squares Conformal Map
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Modeling of Bodies and Clothes for Virtual Environments
CW '04 Proceedings of the 2004 International Conference on Cyberworlds
Recovering articulated object models from 3D range data
UAI '04 Proceedings of the 20th conference on Uncertainty in artificial intelligence
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
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
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)
Analytic simplification of animated characters
Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
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
Efficient elasticity for character skinning with contact and collisions
ACM SIGGRAPH 2011 papers
Stretchable and Twistable Bones for Skeletal Shape Deformation
Proceedings of the 2011 SIGGRAPH Asia Conference
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
Smooth skinning decomposition with rigid bones
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Two-layer sparse compression of dense-weight blend skinning
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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Skeletal subspace deformation (SSD), a simple method of character animation used in many applications, has several shortcomings; the best-known being that joints tend to collapse when bent. We present animation space, a generalization of SSD that greatly reduces these effects and effectively eliminates them for joints that do not have an unusually large range of motion.While other, more expensive generalizations exist, ours is unique in expressing the animation process as a simple linear transformation of the input coordinates. We show that linearity can be used to derive a measure of average distance (across the space of poses), and apply this to improving parametrizations.Linearity also makes it possible to fit a model to a set of examples using least-squares methods. The extra generality in animation space allows for a good fit to realistic data, and overfitting can be controlled to allow fitted models to generalize to new poses. Despite the extra vertex attributes, it is possible to render these animation-space models in hardware with no loss of performance relative to SSD.