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
Wires: a geometric deformation technique
Proceedings of the 25th 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
Interactive skeleton-driven dynamic deformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
GI '04 Proceedings of the 2004 Graphics Interface Conference
CGI '04 Proceedings of the Computer Graphics International
Deformation transfer for triangle meshes
ACM SIGGRAPH 2004 Papers
Spherical blend skinning: a real-time deformation of articulated models
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Large mesh deformation using the volumetric graph Laplacian
ACM SIGGRAPH 2005 Papers
Material-Aware Mesh Deformations
SMI '06 Proceedings of the IEEE International Conference on Shape Modeling and Applications 2006
Curve skeleton skinning for human and creature characters: Research Articles
Computer Animation and Virtual Worlds - CASA 2006
PriMo: coupled prisms for intuitive surface modeling
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Modeling wrinkles on smooth surfaces for footwear design
Computer-Aided Design
Reusable skinning templates using cage-based deformations
ACM SIGGRAPH Asia 2008 papers
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
Automatic linearization of nonlinear skinning
Proceedings of the 2009 symposium on Interactive 3D graphics and games
A nonparametric regression model for virtual humans generation
Multimedia Tools and Applications
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
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
Implicit skinning: real-time skin deformation with contact modeling
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
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We present a novel skinned skeletal animation system based on spline-aligned deformations for providing high quality and fully designable deformations in real-time. Our ambition is to allow artists the easy creation of abstract, pose-dependent deformation behaviors that might directly be assigned to a large variety of target objects simultaneously. To achieve this goal, we introduce the usage of deformation styles and demonstrate their applicability by our animation system. We therefore enhance spline-skinned skeletal animation with two sweep-based free-form-deformation (FFD) variants. The two FFD variants are pose-dependent, driven by three textures and three curves, which can be designed by the artist. As the three textures are similar to height-maps, their creation is very intuitive. Once designed, the deformation styles can be directly applied to any number of targets for imitating material behaviors of cloth, metal or even muscles. Our GPU based implementation shows promising results for real-time usage, as about 30 Million vertices per second can be animated. The basic spline-skinning even reaches more than twice the speed and gets close to the performance of skeletal subspace deformation (SSD). Furthermore, our method can easily be combined along with other existing deformation techniques as pose space deformation or SSD.