Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation 2013
DOI: 10.1145/2485895.2485919
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Geodesic voxel binding for production character meshes

Abstract: Figure 1: Starting from a character skeleton and mesh (A), which may contain degenerate geometry (in red) (B), we voxelize the mesh using graphics hardware (C), and compute bind weights using geodesic distances from each bone (D). Resulting weights are applied to existing closed-form skinning methods to deform character geometry (E). AbstractWe propose a fully automatic method for specifying influence weights for closed-form skinning methods, such as linear blend skinning. Our method is designed to work with p… Show more

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Cited by 60 publications
(65 citation statements)
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“…Left: vertex clusters. Middle: deformation using skinning weights [Dionne and de Lasa 2013]. Right: deformation using our method (only anchor constraints).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Left: vertex clusters. Middle: deformation using skinning weights [Dionne and de Lasa 2013]. Right: deformation using our method (only anchor constraints).…”
Section: Resultsmentioning
confidence: 99%
“…In Fig.5, we compare our method with [Dionne and de Lasa 2013], which computes skinning weights automatically using geodesic voxel distance. Note the vertices around the elbow deformed by our method do not collapse.…”
Section: Resultsmentioning
confidence: 99%
“…In this paper, we do a subtle modification to the existing voxelization algorithms and produce a satisfied particle-based representation of the original mesh model. The existing works to skin a mesh model are also numerous [Lewis et al 2000] [Kry et al 2002] [Dionne and de Lasa 2013]. We borrow from their techniques to deform the particle-representing model with a skeleton motion data and produce a smooth skeleton-driven deformation.…”
Section: Related Workmentioning
confidence: 99%
“…To sample a mesh model, we first follow an existing voxelization method [Dionne and de Lasa 2013]. However, the result is a serrated representation of the original model especially with a low sampling resolution, as shown in Figure 2(top).…”
Section: Generate Control Particlesmentioning
confidence: 99%
“…Once we obtain the skeleton, the skinning weights can be computed using the original mesh instead of the voxels since the weight computation in [16] does not rely on the distance field. Alternatively, the skinning weights can be computed using the techniques in [24], which uses voxels to approximate the geodesic distance for computing bone influence weights. Thus we can naturally apply their algorithm using our resulting voxels and skeleton to produce higher quality smooth bindings.…”
Section: Resolution Independent Automatic Riggingmentioning
confidence: 99%