Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games 2009
DOI: 10.1145/1507149.1507157
|View full text |Cite
|
Sign up to set email alerts
|

Automatic linearization of nonlinear skinning

Abstract: Trinity College Dublin0.38ms 1.0ms 0.41ms Figure 1: Linear blending is one of the fastest skinning methods, but suffers from volume-collapsing artifacts (a). These artifacts can be removed by a nonlinear blending method (such as dual quaternions), but at the cost of more complex vertex processing (b). Our method automatically places virtual bones in critical parts of the model (c), so that linear blending using these virtual bones efficiently approximates the nonlinear skinning technique (d). AbstractLinear bl… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
45
0

Year Published

2010
2010
2021
2021

Publication Types

Select...
6
3

Relationship

1
8

Authors

Journals

citations
Cited by 34 publications
(45 citation statements)
references
References 26 publications
0
45
0
Order By: Relevance
“…Specifically, deformers based on intrinsic SO(3) [Mohr and Gleicher 2003] and SE(3) [Kavan et al 2009] interpolation eliminate the candy-wrapper artifacts but do not remove the bulging problems while bending. Sweep [Hyun et al 2005] or spline-based deformers [Yang et al 2006;Forstmann et al 2007;Gregory and Weston 2008] produce higher-quality results but are more complex and feature many parameters that need to be tuned manually.…”
Section: Related Workmentioning
confidence: 99%
“…Specifically, deformers based on intrinsic SO(3) [Mohr and Gleicher 2003] and SE(3) [Kavan et al 2009] interpolation eliminate the candy-wrapper artifacts but do not remove the bulging problems while bending. Sweep [Hyun et al 2005] or spline-based deformers [Yang et al 2006;Forstmann et al 2007;Gregory and Weston 2008] produce higher-quality results but are more complex and feature many parameters that need to be tuned manually.…”
Section: Related Workmentioning
confidence: 99%
“…To cope with such artifacts, one possiblity is to expand the expressive power of LBS by either supplying additional weights per bone [6,7], or adding virtual bones expressed as their transformations and weights [8,9]. The new data has to be automatically computed using example poses [5], which often do not exist.…”
Section: Previous Workmentioning
confidence: 99%
“…On the other hand, applying a different set of weights for each possible transformation, rotation or scaling requires additional space and time, which can be considered redundant because it is not going to be used in most parts of the skeleton and surface mesh; thus, it is not implemented in most of the popular rendering engines. This problem is addressed by Kavan et al [42], proposing a method of introducing additional blending bones to simulate non-linear skinning. However, this approach is not suitable for a real-time application with previously unknown motions.…”
Section: Bone Splittingmentioning
confidence: 99%