Abstract | ||
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In this paper, we present an efficient framework to deform polygonal models for skeleton-driven animation. Standard solutions of skeleton-driven animation, such as linear blend skinning, require intensive artist intervention and focus on primary deformations. The proposed approach can generate both low- and high-frequency surface motions such as muscle deformation and vibrations with little user intervention. Given a surface mesh, we construct a lattice of cubic cells embracing the mesh and we apply lattice-based smooth skinning to drive the surface primary deformation with volume preservation. Lattice shape matching with dynamic particles, in the meantime, is utilized for secondary deformations. Due to the highly parallel lattice structure, the proposed method is liable to GPU computation. Our results show that it is adequate to vividly real-time animation. |
Year | DOI | Venue |
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2011 | 10.1109/CAD/Graphics.2011.41 | CAD/Graphics |
Keywords | Field | DocType |
skinning,real-time skeleton driven animation deformation,real-time skeleton-driven animation,computer graphic equipment,volume preservation,secondary deformation,lattice shape matching,lattice based smooth skinning,computer animation,mesh generation,linear blend skinning,intensive artist intervention,parallel lattice structure,lattice-based skinning,gpu computation,skeleton-driven animation,dynamic particles,high-frequency surface,deformation,muscle deformation,polygonal models,coprocessors,real-time animation,cubic cells,surface mesh,lattice shape,surface primary deformation,high frequency,real time | Skinning,Polygon,Lattice (order),Computer graphics (images),Computer science,Animation,Deformation (mechanics),Computer animation,Mesh generation,Computation | Conference |
ISBN | Citations | PageRank |
978-1-4577-1079-7 | 7 | 0.43 |
References | Authors | |
19 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Cheng-Hao Chen | 1 | 10 | 1.20 |
I-Chen Lin | 2 | 63 | 9.92 |
Ming-Han Tsai | 3 | 36 | 4.84 |
Pin-Hua Lu | 4 | 10 | 0.86 |