Free-form deformation of solid geometric models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
A Method for Registration of 3-D Shapes
IEEE Transactions on Pattern Analysis and Machine Intelligence - Special issue on interpretation of 3-D scenes—part II
Surface simplification using quadric error metrics
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
As-rigid-as-possible shape interpolation
Proceedings of the 27th 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
Multi-weight enveloping: least-squares approximation techniques for skin animation
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Skeleton Extraction of 3D Objects with Radial Basis Functions
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Building efficient, accurate character skins from examples
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Hierarchical mesh decomposition using fuzzy clustering and cuts
ACM SIGGRAPH 2003 Papers
Affine-Invariant Skeleton of 3D Shapes
SMI '02 Proceedings of the Shape Modeling International 2002 (SMI'02)
Automatic Animation Skeleton Construction Using Repulsive Force Field
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Mesh editing with poisson-based gradient field manipulation
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Variational shape approximation
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M^3: Marker-Free Model Reconstruction and Motion Tracking from 3D Voxel Data
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Modeling deformable human hands from medical images
SCA '04 Proceedings of the 2004 ACM SIGGRAPH/Eurographics symposium on Computer animation
Recovering articulated object models from 3D range data
UAI '04 Proceedings of the 20th conference on Uncertainty in artificial intelligence
Skeletal Parameter Estimation from Optical Motion Capture Data
CVPR '05 Proceedings of the 2005 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR'05) - Volume 2 - Volume 02
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Meshless deformations based on shape matching
ACM SIGGRAPH 2005 Papers
Linear rotation-invariant coordinates for meshes
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
Mean value coordinates for closed triangular meshes
ACM SIGGRAPH 2005 Papers
Marker-free kinematic skeleton estimation from sequences of volume data
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Simultaneous shape decomposition and skeletonization
Proceedings of the 2006 ACM symposium on Solid and physical modeling
Inverse kinematics for reduced deformable models
ACM SIGGRAPH 2006 Papers
PriMo: coupled prisms for intuitive surface modeling
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Automatic linearization of nonlinear skinning
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Harmonic 1-form based skeleton extraction from examples
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Learning skeletons for shape and pose
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
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
Reconstructing animated meshes from time-varying point clouds
SGP '08 Proceedings of the Symposium on Geometry Processing
Global registration of dynamic range scans for articulated model reconstruction
ACM Transactions on Graphics (TOG)
Pose-consistent 3D shape segmentation based on a quantum mechanical feature descriptor
DAGM'11 Proceedings of the 33rd international conference on Pattern recognition
A novel template-based automatic rigging algorithm
Computer Animation and Virtual Worlds
Centroidal Voronoi Tessellation of Line Segments and Graphs
Computer Graphics Forum
Computer Graphics Forum
Smooth skinning decomposition with rigid bones
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Kinematic skeleton extraction based on motion boundaries for 3D dynamic meshes
EG 3DOR'12 Proceedings of the 5th Eurographics conference on 3D Object Retrieval
CageR: Cage-Based Reverse Engineering of Animated 3D Shapes
Computer Graphics Forum
Fast approximate convex decomposition using relative concavity
Computer-Aided Design
Two-layer sparse compression of dense-weight blend skinning
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
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We present a method for extracting a hierarchical, rigid skeleton from a set of example poses. We then use this skeleton to not only reproduce the example poses, but create new deformations in the same style as the examples. Since rigid skeletons are used by most 3D modeling software, this skeleton and the corresponding vertex weights can be inserted directly into existing production pipelines. To create the skeleton, we first estimate the rigid transformations of the bones using a fast, face clustering approach. We present an efficient method for clustering by providing a Rigid Error Function that finds the best rigid transformation from a set of points in a robust, space efficient manner and supports fast clustering operations. Next, we solve for the vertex weights and enforce locality in the resulting weight distributions. Finally, we use these weights to determine the connectivity and joint locations of the skeleton.