Abstract—In this paper, a dual-resolution modeling framework for a sketch-based animation editing system is presented. For the easy-to-use purpose, a sketch-based user interface is often used for editing a skeleton-based animation model. However, due to the loss of relationship information about the details of the model, a shape deformed from the skeleton in some cases will produce unexpected artifacts. To reduce these artifacts, in our system, we first generate a coarse mesh as an abstract layer from the input model based on quadratic error metrics while considering the skeleton constraints. Then, the original model is projected to the abstract layer to construct a displacement map to preserve the difference between the original model and ...
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...
In this paper, a dual-resolution modeling framework for a sketch-based animation editing system is p...
Creation of detailed character models is a very challenging task in animation production. Sketch-bas...
This research is concerned with the development of a set of novel sketch-based skeleton-driven 2D an...
Articulated character animation can be performed by manually creating and rigging a skeleton into an...
This paper presents a new approach for interactive editing of multiresolution meshes. Editing operat...
In this paper we present a method for the intuitive editing of surface meshes by means of view-depen...
In this paper we present a method for the intuitive editing of surface meshes by means of view-depen...
In this paper we present a method for the intuitive editing of sur-face meshes by means of view-depe...
We propose a formulation capable of deforming meshes in a shape-sensible way. We explain how to adap...
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...
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...
In this paper, a dual-resolution modeling framework for a sketch-based animation editing system is p...
Creation of detailed character models is a very challenging task in animation production. Sketch-bas...
This research is concerned with the development of a set of novel sketch-based skeleton-driven 2D an...
Articulated character animation can be performed by manually creating and rigging a skeleton into an...
This paper presents a new approach for interactive editing of multiresolution meshes. Editing operat...
In this paper we present a method for the intuitive editing of surface meshes by means of view-depen...
In this paper we present a method for the intuitive editing of surface meshes by means of view-depen...
In this paper we present a method for the intuitive editing of sur-face meshes by means of view-depe...
We propose a formulation capable of deforming meshes in a shape-sensible way. We explain how to adap...
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...
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...