This paper presents a skeleton-based method for deforming meshes (the skeleton need not be the medial axis). The significant difference from previous skeleton-based methods is that the latter use the skeleton to control movement of vertices, whereas we use it to control the simplices defining the model. By doing so, errors that occur near joints in other methods can be spread over the whole mesh, via an optimization process, resulting in smooth transitions near joints of the skeleton. By controlling simplices, our method has the additional advantage that no vertex weights need be defined on the bones, which is a tedious requirement in previous skeleton-based methods. Furthermore, by incorporating the translation vector in our optimization, ...
In this report, a new free-form shape deformation approach is proposed. We combine a skeleton-driven...
Abstract: A meshless simulation system is presented for elastic deformation driven by skeleton in th...
The use of as-rigid-as-possible deformations in standard applications such as character animation or...
This paper presents a skeleton-based method for deforming meshes (the skeleton need not be the media...
This paper presents a skeleton-based method for deforming meshes (the skeleton need not be the media...
This paper presents a novel skeleton-based method for deforming meshes, based on an approximate skel...
This paper presents a novel skeleton-based method for deforming meshes, based on an approximate skel...
This paper presents a novel skeleton-based method for deforming meshes, based on an approximate skel...
This paper presents a novel skeleton-based method for deforming meshes, based on an approximate skel...
This paper presents a novel skeleton-based method for deforming meshes, based on an approximate skel...
Abstract. This paper presents a novel skeleton-based method for deforming meshes, based on an approx...
This work presents a method for deforming meshes in a shape-sensible way using Moving Least Squares ...
We propose a formulation capable of deforming meshes in a shape-sensible way. We explain how to adap...
The task of skeletal shape deformation (aka skinning) is to provide intuitive, user friendly means o...
In this report, a new free-form shape deformation approach is proposed. We combine a skeleton-driven...
In this report, a new free-form shape deformation approach is proposed. We combine a skeleton-driven...
Abstract: A meshless simulation system is presented for elastic deformation driven by skeleton in th...
The use of as-rigid-as-possible deformations in standard applications such as character animation or...
This paper presents a skeleton-based method for deforming meshes (the skeleton need not be the media...
This paper presents a skeleton-based method for deforming meshes (the skeleton need not be the media...
This paper presents a novel skeleton-based method for deforming meshes, based on an approximate skel...
This paper presents a novel skeleton-based method for deforming meshes, based on an approximate skel...
This paper presents a novel skeleton-based method for deforming meshes, based on an approximate skel...
This paper presents a novel skeleton-based method for deforming meshes, based on an approximate skel...
This paper presents a novel skeleton-based method for deforming meshes, based on an approximate skel...
Abstract. This paper presents a novel skeleton-based method for deforming meshes, based on an approx...
This work presents a method for deforming meshes in a shape-sensible way using Moving Least Squares ...
We propose a formulation capable of deforming meshes in a shape-sensible way. We explain how to adap...
The task of skeletal shape deformation (aka skinning) is to provide intuitive, user friendly means o...
In this report, a new free-form shape deformation approach is proposed. We combine a skeleton-driven...
In this report, a new free-form shape deformation approach is proposed. We combine a skeleton-driven...
Abstract: A meshless simulation system is presented for elastic deformation driven by skeleton in th...
The use of as-rigid-as-possible deformations in standard applications such as character animation or...