We extend approaches for skinning characters to the general setting of skinning deformable mesh animations. We provide an automatic algorithm for generating progressive skinning approximations, that is particularly efficient for pseudo-articulated motions. Our contributions include the use of nonparametric mean shift clustering of high-dimensional mesh rotation sequences to automatically identify statistically relevant bones, and robust least squares methods to determine bone transformations, bone-vertex influence sets, and vertex weight values. We use a low-rank data reduction model defined in the undeformed mesh configuration to provide progressive convergence with a fixed number of bones. We show that the resulting skinned animations ena...
Character animation is a vital component of contemporary computer games, animated feature films and ...
Enveloping (or skinning) is the process that relates a skeleton, which an animator controls, to a 3-...
In this paper, we introduce a two-layered approach addressing the problem of creating believable mes...
We extend approaches for skinning characters to the general setting of skinning deformable mesh anim...
The creation of character animation of humans, animals, or plants plays one of the most important ro...
Figure 1: Real-time character animation driven by a kinematic skeleton, including secondary motions ...
Skeleton-driven animation is popular by its simplicity and intuitive control of the limbs of a chara...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
Figure 1: We present a method to automatically determine 2D and 3D skinning transformations from a s...
Abstract: Skeleton-based skinning is widely used for realistic animation of complex characters defin...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
We introduce a novel and efficient simulation technique for generating physics-based skinning animat...
Character animation is a vital component of contemporary computer games, animated feature films and ...
Since non-automatic rigging requires heavy human involvements, and various automatic rigging algorit...
International audienceThe implicit skinning is a geometric interactive skinning method, for skeleton...
Character animation is a vital component of contemporary computer games, animated feature films and ...
Enveloping (or skinning) is the process that relates a skeleton, which an animator controls, to a 3-...
In this paper, we introduce a two-layered approach addressing the problem of creating believable mes...
We extend approaches for skinning characters to the general setting of skinning deformable mesh anim...
The creation of character animation of humans, animals, or plants plays one of the most important ro...
Figure 1: Real-time character animation driven by a kinematic skeleton, including secondary motions ...
Skeleton-driven animation is popular by its simplicity and intuitive control of the limbs of a chara...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
Figure 1: We present a method to automatically determine 2D and 3D skinning transformations from a s...
Abstract: Skeleton-based skinning is widely used for realistic animation of complex characters defin...
Skinning is an indispensable component of the content creation pipeline for character animation in t...
We introduce a novel and efficient simulation technique for generating physics-based skinning animat...
Character animation is a vital component of contemporary computer games, animated feature films and ...
Since non-automatic rigging requires heavy human involvements, and various automatic rigging algorit...
International audienceThe implicit skinning is a geometric interactive skinning method, for skeleton...
Character animation is a vital component of contemporary computer games, animated feature films and ...
Enveloping (or skinning) is the process that relates a skeleton, which an animator controls, to a 3-...
In this paper, we introduce a two-layered approach addressing the problem of creating believable mes...