Publikationsansicht

Atlas-Based Character Skinning with Automatic Mesh Decomposition (2008)

Abstract
Skinning is the most tedious part in the character animation process. Using standard methods, joint weights must be attached to each vertex of the character's mesh, which is often time-consuming if an accurate animation is required. We propose a new modeling of the skinning process, inspired by the notion of atlas of charts. Starting from the character's animation skeleton, we first automatically decompose the mesh into anatomically meaningful overlapping regions. Regions are then blended in their overlapping parts using continuous transition functions. This leads to a simple yet efficient skinning process for which the weights are automatically defined and do not depend on the Euclidean distance but on the distance on the surface.

Details der Publikation
Download http://hal.inria.fr/inria-00202597/en/
Herausgeber HAL - CCSD
Archiv CCSd/HAL : e-articles server (based on gBUS) (France)
Keywords Computer Science/Computer Graphics and Virtual Reality, character animation, skinning, atlas of charts, segmentation
Typ research report
Sprache Englisch
Verknüpfungen http://hal.inria.fr/docs/00/20/41/84/PDF/RR-6406.pdf