Abstract | ||
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Skeleton creation is an important phase in the character animation pipeline. However, handcrafting skeleton takes extensive labor time and domain knowledge. Automatic skeletonization provides a solution. However, most of the current approaches are far from real-time and lack the flexibility to control the skeleton complexity. In this paper, we present an efficient skeletonization method, which can be seamlessly integrated into the sketch-based modeling process in real-time. The method contains three steps: (i) local sub-skeleton extraction; (ii) sub-skeleton connection; and (iii) global skeleton refinement. Firstly, the local skeleton is extracted from processed polygon stroke and forms a subpart along with the sub-mesh. Then, local sub-skeletons are connected according to the intersecting relationships and modeling sequence of subparts. Lastly, a global refinement method is proposed to gives users coarse-to-fine control on the connected skeleton. We demonstrate the effectiveness of our method on a variety of examples created from both novices and professionals. (C) 2021 Elsevier Ltd. All rights reserved. |
Year | DOI | Venue |
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2022 | 10.1016/j.cag.2021.11.005 | COMPUTERS & GRAPHICS-UK |
Keywords | DocType | Volume |
Skeletonization, Sketch-based modeling, Straight skeleton | Journal | 102 |
ISSN | Citations | PageRank |
0097-8493 | 1 | 0.36 |
References | Authors | |
0 | 4 |
Name | Order | Citations | PageRank |
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Jing Ma | 1 | 1 | 1.04 |
Jin Wang | 2 | 61 | 6.40 |
Jituo Li | 3 | 55 | 10.00 |
Dongliang Zhang | 4 | 9 | 2.96 |