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dc.contributor.authorRose, Kennethen_US
dc.contributor.authorSheffer, Allaen_US
dc.contributor.authorWither, Jamieen_US
dc.contributor.authorCani, Marie-Pauleen_US
dc.contributor.authorThibert, Borisen_US
dc.contributor.editorAlexander Belyaev and Michael Garlanden_US
dc.date.accessioned2014-01-29T09:43:12Z
dc.date.available2014-01-29T09:43:12Z
dc.date.issued2007en_US
dc.identifier.isbn978-3-905673-46-3en_US
dc.identifier.issn1727-8384en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SGP/SGP07/163-172en_US
dc.description.abstractWe present a method for extracting a hierarchical, rigid skeleton from a set of example poses. We then use this skeleton to not only reproduce the example poses, but create new deformations in the same style as the examples. Since rigid skeletons are used by most 3D modeling software, this skeleton and the corresponding vertex weights can be inserted directly into existing production pipelines. To create the skeleton, we first estimate the rigid transformations of the bones using a fast, face clustering approach. We present an efficient method for clustering by providing a Rigid Error Function that finds the best rigid transformation from a set of points in a robust, space efficient manner and supports fast clustering operations. Next, we solve for the vertex weights and enforce locality in the resulting weight distributions. Finally, we use these weights to determine the connectivity and joint locations of the skeleton.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realismen_US
dc.titleDevelopable Surfaces from Arbitrary Sketched Boundariesen_US
dc.description.seriesinformationGeometry Processingen_US


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