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
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
Linear combination of transformations
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Mean Shift, Mode Seeking, and Clustering
IEEE Transactions on Pattern Analysis and Machine Intelligence
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
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
POLYMECO " A Polygonal Mesh Comparison Tool
IV '05 Proceedings of the Ninth International Conference on Information Visualisation
Animation space: A truly linear framework for character animation
ACM Transactions on Graphics (TOG)
CVPR'03 Proceedings of the 2003 IEEE computer society conference on Computer vision and pattern recognition
Geometric skinning with approximate dual quaternion blending
ACM Transactions on Graphics (TOG)
Education: PolyMeCo-An integrated environment for polygonal mesh analysis and comparison
Computers and Graphics
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Character animation is the task of moving a complex, artificial character in a life-like manner. A widely used method for character animation involves embedding a simple skeleton within a character model and then animating the character by moving the underlying skeleton. The character's skin is required to move and deform along with the skeleton. Research into this problem has resulted in a number of skinning frameworks. There has, however, been no objective attempt to compare these methods. We compare three linear skinning frameworks that are computationally efficient enough to be used for real-time animation: Skeletal Subspace Deformation, Animation Space and Multi-Weight Enveloping. These create a correspondence between the points on a character's skin and the underlying skeleton by means of a number of weights, with more weights providing greater flexibility. The quality of each of the three frameworks is tested by generating the skins for a number of poses for which the ideal skin is known. These generated skin meshes are then compared to the ideal skins using various mesh comparison techniques and human studies are used to determine the effect of any temporal artefacts introduced. We found that Skeletal Subspace Deformation lacks flexibility while Multi-Weight Enveloping is prone to overfitting. Animation Space consistently outperforms the other two frameworks.