2002
DOI: 10.1007/s003710100139
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Automated generation of control skeletons for use in animation

Abstract: The quality of this reproduction is dependent upon the quality of the copy subm itted. Broken or indistinct print, colored or poor quality illustrations and photographs, print bleedthrough, substandard margins, and improper alignment can adversely affect reproduction. In the unlikely event that the author did not send UMI a complete manuscript and there are missing pages, th ese will be noted. Also, if unauthorized copyright material had to be removed, a note will indicate the deletion. Oversize materials (e.g… Show more

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Cited by 77 publications
(49 citation statements)
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“…Alternatively, we could have used a method for automatic skeleton creation [Wade and Parent 2002;Baran and Popović 2007], however, this was outside the scope of our work. Once skeletons were defined, we used our method to calculate skinning weights for each set of input meshes/skeletons.…”
Section: Resultsmentioning
confidence: 99%
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“…Alternatively, we could have used a method for automatic skeleton creation [Wade and Parent 2002;Baran and Popović 2007], however, this was outside the scope of our work. Once skeletons were defined, we used our method to calculate skinning weights for each set of input meshes/skeletons.…”
Section: Resultsmentioning
confidence: 99%
“…Our voxelization algorithm will benefit numerous applications including collision detection, CSG modeling, fluid simulation [Crane et al 2008], model simplification [Nooruddin and Turk 2003], or could be used to automatically extract skeletons, as part of a complete auto-rigging systems [Wade and Parent 2002]. Our method is also complementary to the recent subspace energy minimization method of Jacobson and colleagues [2012] which requires initial weights to be specified for a small number of skeleton bones.…”
Section: Discussionmentioning
confidence: 99%
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“…Previous methods are either mesh resolution dependent [Katz and Tal 2003] or the weights do not vary smoothly along the surface [Wade 2000], causing artifacts on highresolution meshes. Some commercial packages use proprietary methods to assign default weights.…”
Section: Skeleton Extractionmentioning
confidence: 99%
“…The algorithm of Wade and Parent, described in [23] and extended in [24], uses a subset of the DMS to generate a skeleton. The algorithm involves voxelization of the polygonal model, and computation of an approximate discrete Euclidean distance transform.…”
Section: Previous Workmentioning
confidence: 99%