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Skinning Mesh Animations
D. James and C.D. Twigg
ACM Transactions on Graphics (SIGGRAPH 2005), Vol. 24, No. 3, August, 2005.

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Abstract

We extend approaches for skinning characters to the general setting of skinning deformable mesh animations. We provide an automatic algorithm for generating progressive skinning approximations, that is particularly efficient for pseudo-articulated motions. Our contributions include the use of nonparametric mean shift clustering of high-dimensional mesh rotation sequences to automatically identify statistically relevant bones, and robust least squares methods to determine bone transformations, bone-vertex influence sets, and vertex weight values. We use a low-rank data reduction model defined in the undeformed mesh configuration to provide progressive convergence with a fixed number of bones. We show that the resulting skinned animations enable efficient hardware rendering, rest pose editing, and deformable collision detection. Finally, we present numerous examples where skins were automatically generated using a single set of parameter values.

Notes

Note: AVI Video available at: http://graphics.cs.cmu.edu/projects/sma/jamesTwigg_SMA_medium.avi

Text Reference

D. James and C.D. Twigg, "Skinning Mesh Animations," ACM Transactions on Graphics (SIGGRAPH 2005), Vol. 24, No. 3, August, 2005.

BibTeX Reference

@article{James_2005_5217,
   author = "Doug James and Christopher D. Twigg",
   title = "Skinning Mesh Animations",
   journal = "ACM Transactions on Graphics (SIGGRAPH 2005)",
   month = "August",
   year = "2005",
   volume = "24",
   number = "3",
   note = "AVI Video available at: http://graphics.cs.cmu.edu/projects/sma/jamesTwigg_SMA_medium.avi"
}


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