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dc.contributor.authorLandreneau, Ericen_US
dc.contributor.authorSchaefer, Scotten_US
dc.date.accessioned2015-02-23T09:40:44Z
dc.date.available2015-02-23T09:40:44Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2010.01661.xen_US
dc.description.abstractWhile animation using barycentric coordinates or other automatic weight assignment methods has become a popular method for shape deformation, the global nature of the weights limits their use for real-time applications. We present a method that reduces the number of control points influencing a vertex to a user-specified number such that the deformations created by the reduced weight set resemble that of the original deformation. To do so we show how to set up a Poisson minimization problem to solve for a reduced weight set and illustrate its advantages over other weight reduction methods. Not only does weight reduction lower the amount of storage space necessary to deform these models but also allows GPU acceleration of the resulting deformations. Our experiments show that we can achieve a factor of 100 increase in speed over CPU deformations using the full weight set, which makes real-time deformations of large models possible.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titlePoisson-Based Weight Reduction of Animated Meshesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number6en_US
dc.identifier.doi10.1111/j.1467-8659.2010.01661.xen_US
dc.identifier.pages1945-1954en_US


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