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dc.contributor.authorToothman, Nicken_US
dc.contributor.authorNeff, Michaelen_US
dc.contributor.editorBernhard Thomaszewski and KangKang Yin and Rahul Narainen_US
dc.date.accessioned2017-12-31T10:42:58Z
dc.date.available2017-12-31T10:42:58Z
dc.date.issued2017
dc.identifier.isbn978-1-4503-5091-4
dc.identifier.urihttp://dx.doi.org/10.1145/3099564.3108161
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3099564-3108161
dc.description.abstractWhile advancements have made it easier to work with digital characters, it remains difficult to author animations that display the free and highly expressive shape change that characterize hand-drawn animation.We present a deformation method that combines skeletal control and free shape change in a single framework, along with an intuitive, sketch-based interface. By finding attachment points between the mesh and skeleton, we enable con gurable skeleton and surface-based deformations, and avoid common skinning artifacts. Use of sketch-based interfaces and graphics hardware make both skeletal and mesh deformation simple to control and fast enough for interactive use.en_US
dc.publisherACMen_US
dc.subjectComputing methodologies Animation
dc.subjectShape modeling
dc.subjectMesh geometry models
dc.subjectshape control
dc.subjectdeformation
dc.subjectskinning
dc.subjectanimation
dc.titleAttachment-Based Character Deformationen_US
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters
dc.description.sectionheadersPoster Abstracts
dc.identifier.doi10.1145/3099564.3108161
dc.identifier.pagesNick Toothman and Michael Neff-Computing methodologies Animation; Shape modeling; Mesh geometry models; shape control, deformation, skinning, animation


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