Open AccessProceedings Article
Example-based deformation with support joints
Kentaro Yamanaka,Akane Yano,Shigeo Morishima +2 more
- 01 Dec 2011
- pp 83-90
TL;DR: An examplebased skinning method to be combined with Pose Space Deformation (PSD), which optimizes transformation matrices in Skeleton Subspace deformation (SSD) introducing “support joints”.
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Abstract: In character animation field, many deformation techniques have been proposed. Example-based deformation methods are widely used especially for interactive applications. Example-based methods are mainly divided into two types. One is Interpolation. Methods in this type are designed to interpolate examples in a pose space. The advantage is that the deformed meshes can precisely correspond to the example meshes. On the other hand, the disadvantage is that larger number of examples is needed to generate arbitrary plausible interpolated meshes between each example. The other is Example-based Skinning which optimizes particular parameters referencing examples to represent example meshes as accurately as possible. These methods provide plausible deformations with fewer examples. However they cannot perfectly depict example meshes. In this paper, we present an idea that combines techniques belonging to the two types, taking advantages of both types. We propose an examplebased skinning method to be combined with Pose Space Deformation (PSD). It optimizes transformation matrices in Skeleton Subspace deformation (SSD) introducing “support joints”. Our method itself generates plausible intermediate meshes with a small set of examples as well as other example-based skinning methods. Then we explain the benefit of combining our method with PSD. We show that provided examples are precisely represented and plausible deformations at arbitrary poses are obtained by our integrated method.
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TL;DR: Pose space deformation generalizes and improves upon both shape interpolation and common skeleton-driven deformation techniques and achieves improved expressive power and direct manipulation of the desired shapes yet the performance associated with traditionalshape interpolation is achievable.
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Geometric skinning with approximate dual quaternion blending
TL;DR: This article presents a novel skinning algorithm based on linear combination of dual quaternions that does not exhibit any of the artifacts inherent in previous methods and still permits an efficient GPU implementation.
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Skinning with dual quaternions
Ladislav Kavan,Steven Collins,Jiří Žára,Carol O'Sullivan +3 more
- 30 Apr 2007
TL;DR: This paper presents a novel GPU-friendly skinning algorithm based on dual quaternions and shows that this approach solves the artifacts of linear blend skinning at minimal additional cost.
Multi-weight enveloping: least-squares approximation techniques for skin animation
Xiaohuan Corina Wang,Cary Phillips +1 more
- 21 Jul 2002
TL;DR: The multi-weight deformation equation is computationally efficient to evaluate; once the training process is complete, even creatures with high levels of geometric detail can move at interactive frames rates with a look that approximates that of anatomical, physically-based models.
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Spherical blend skinning: a real-time deformation of articulated models
Ladislav Kavan,Jiří Žára +1 more
- 03 Apr 2005
TL;DR: A new algorithm is presented which removes shortcomings of the most widely used skeletal animation algorithm while maintaining almost the same time and memory complexity as the linear blend skinning, and minimizes the cost of upgrade from linear to spherical blendskinning in many existing applications.
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