dc.contributor.author | Hajari, Nasim | en_US |
dc.contributor.author | Cheng, Irene | en_US |
dc.contributor.author | Basu, Anup | en_US |
dc.contributor.editor | Luis Gonzaga Magalhaes and Rafal Mantiuk | en_US |
dc.date.accessioned | 2016-04-26T07:50:49Z | |
dc.date.available | 2016-04-26T07:50:49Z | |
dc.date.issued | 2016 | en_US |
dc.identifier.issn | 1017-4656 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/egp.20161051 | en_US |
dc.description.abstract | Non T-pose animation is a technique that attempts to generate natural transformations between any non T-pose skeletons to the neutral T-pose skeleton. It is not always easy to extract or embed a T-pose animation skeleton into a 3D human model in an arbitrary initial position. This is even more problematic for natural human models obtained by 3D scanning, especially models of babies and kids. In addition, transforming a non T-pose to a T-pose requires a large amount of calculations. Hence, many commercially available software do not provide efficient methods to standardize non T-pose skeletons. This paper focuses on developing a simplified transformation method, which enables skeletons in arbitrary poses to be standardized and used in other media conveniently. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Computer Animation | en_US |
dc.subject | 3D Skeleton | en_US |
dc.subject | Automatic Retargetting | en_US |
dc.subject | Motion Generation | en_US |
dc.title | Transferring and Animating a non T-pose Model to a T-pose Model | en_US |
dc.description.seriesinformation | EG 2016 - Posters | en_US |
dc.description.sectionheaders | Posters | en_US |
dc.identifier.doi | 10.2312/egp.20161051 | en_US |
dc.identifier.pages | 29-30 | en_US |