dc.contributor.author | Song, Jaewon | en_US |
dc.contributor.author | Ribera, Roger Blanco i | en_US |
dc.contributor.author | Cho, Kyungmin | en_US |
dc.contributor.author | You, Mi | en_US |
dc.contributor.author | Lewis, J. P. | en_US |
dc.contributor.author | Choi, Byungkuk | en_US |
dc.contributor.author | Noh, Junyong | en_US |
dc.contributor.editor | Loic Barthe and Bedrich Benes | en_US |
dc.date.accessioned | 2017-04-22T16:25:44Z | |
dc.date.available | 2017-04-22T16:25:44Z | |
dc.date.issued | 2017 | |
dc.identifier.issn | 1467-8659 | |
dc.identifier.uri | http://dx.doi.org/10.1111/cgf.13109 | |
dc.identifier.uri | https://diglib.eg.org:443/handle/10.1111/cgf13109 | |
dc.description.abstract | We propose a novel motion retargeting method that efficiently estimates artist-friendly rig space parameters. Inspired by the workflow typically observed in keyframe animation, our approach transfers a source motion into a production friendly character rig by optimizing the rig space parameters while balancing the considerations of fidelity to the source motion and the ease of subsequent editing. We propose the use of an intermediate object to transfer both the skeletal motion and the mesh deformation. The target rig-space parameters are then optimized to minimize the error between the motion of an intermediate object and the target character. The optimization uses a set of artist defined weights to modulate the effect of the different rig space parameters over time. Sparsity inducing regularizers and keyframe extraction streamline any additional editing processes. The results obtained with different types of character rigs demonstrate the versatility of our method and its effectiveness in simplifying any necessary manual editing within the production pipeline. | en_US |
dc.publisher | The Eurographics Association and John Wiley & Sons Ltd. | en_US |
dc.subject | I.3.7 [Computer Graphics] | |
dc.subject | Three Dimensional Graphics as Realism | |
dc.subject | Animation | |
dc.title | Sparse Rig Parameter Optimization for Character Animation | en_US |
dc.description.seriesinformation | Computer Graphics Forum | |
dc.description.sectionheaders | Rigging, Tearing, and Faces | |
dc.description.volume | 36 | |
dc.description.number | 2 | |
dc.identifier.doi | 10.1111/cgf.13109 | |
dc.identifier.pages | 085-094 | |