Creating articulated geometric models is a common task in animation systems. In some instances, models are procedurally instanced, and articulated degrees of freedom are designed into the model. In other instances, the model is some geometric assemblage, and an articulated skeleton (sometimes called an \I-K skeleton") is bound to the model by the user, typically by manual indication of a correspondence between elements of each structure. In either case, some binding must be made to couple boundary motions to those of the skeleton � this can be done for example by generating spring networks or spatial deformation elds. Both processes can be tedious in the ordinary case, especially when the model to be articulated is given only as a ...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
Animating an articulated 3D character currently requires manual rigging to specify its internal skel...
Creating articulated geometric models is a common task in animation systems. In some instances, mode...
In the animation process of a human-like 3D model, a skeleton must be specified to define the model’...
Articulated character animation can be performed by manually creating and rigging a skeleton into an...
Transferring a mesh or skeletal animation onto a new mesh currently requires signif-icant manual eff...
Abstract. The curve-skeleton of a 3D object is an abstract geometrical and topological representatio...
Abstract. The curve-skeleton of a 3D object is an abstract geometrical and topological representatio...
Abstract: Skeleton-based skinning is widely used for realistic animation of complex characters defin...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
PublishedInternational audienceThis paper presents an integrated set of methods for the automatic co...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
Animating an articulated 3D character currently requires manual rigging to specify its internal skel...
Creating articulated geometric models is a common task in animation systems. In some instances, mode...
In the animation process of a human-like 3D model, a skeleton must be specified to define the model’...
Articulated character animation can be performed by manually creating and rigging a skeleton into an...
Transferring a mesh or skeletal animation onto a new mesh currently requires signif-icant manual eff...
Abstract. The curve-skeleton of a 3D object is an abstract geometrical and topological representatio...
Abstract. The curve-skeleton of a 3D object is an abstract geometrical and topological representatio...
Abstract: Skeleton-based skinning is widely used for realistic animation of complex characters defin...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
PublishedInternational audienceThis paper presents an integrated set of methods for the automatic co...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
International audienceIn this paper, we propose a whole animation pipeline for data-driven character...
Animating an articulated 3D character currently requires manual rigging to specify its internal skel...