Estimating 3-D rigid body transformations: a comparison of four major algorithms
Machine Vision and Applications - Special issue on performance evaluation
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
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-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
Interactive skeleton-driven dynamic deformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Building efficient, accurate character skins from examples
ACM SIGGRAPH 2003 Papers
Deformation transfer for triangle meshes
ACM SIGGRAPH 2004 Papers
Variational shape approximation
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
ACM SIGGRAPH 2005 Papers
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
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
A Bayesian method for probable surface reconstruction and decimation
ACM Transactions on Graphics (TOG)
Inverse kinematics for reduced deformable models
ACM SIGGRAPH 2006 Papers
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
Automatic rigging and animation of 3D characters
ACM SIGGRAPH 2007 papers
Example-based dynamic skinning in real time
ACM SIGGRAPH 2008 papers
Skeleton extraction by mesh contraction
ACM SIGGRAPH 2008 papers
Real-time data driven deformation using kernel canonical correlation analysis
ACM SIGGRAPH 2008 papers
Articulated mesh animation from multi-view silhouettes
ACM SIGGRAPH 2008 papers
Reusable skinning templates using cage-based deformations
ACM SIGGRAPH Asia 2008 papers
Real-time KD-tree construction on graphics hardware
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
ACM SIGGRAPH 2009 papers
Technical Section: Estimating body shape of dressed humans
Computers and Graphics
Exact volume preserving skinning with shape control
Proceedings of the 2009 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Pose-space animation and transfer of facial details
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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 deformation transformer for real-time cloth animation
ACM SIGGRAPH 2010 papers
Learning from humanoid cartoon designs
ICDM'10 Proceedings of the 10th industrial conference on Advances in data mining: applications and theoretical aspects
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
Stretchable and Twistable Bones for Skeletal Shape Deformation
Proceedings of the 2011 SIGGRAPH Asia Conference
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
Pose space surface manipulation
International Journal of Computer Games Technology
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
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
Implicit skinning: real-time skin deformation with contact modeling
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
Geodesic voxel binding for production character meshes
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
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Enveloping, or the mapping of skeletal controls to the deformations of a surface, is key to driving realistic animated characters. Despite its widespread use, enveloping still relies on slow or inaccurate deformation methods. We propose a method that is both fast, accurate and example-based. Our technique introduces a rotational regression model that captures common skinning deformations such as muscle bulging, twisting, and challenging areas such as the shoulders. Our improved treatment of rotational quantities is made practical by model reduction that ensures real-time solution of least-squares problems, independent of the mesh size. Our method is significantly more accurate than linear blend skinning and almost as fast, suggesting its use as a replacement for linear blend skinning when examples are available.