2021
DOI: 10.1145/3451262
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HeterSkinNet

Abstract: Character rigging is universally needed in computer graphics but notoriously laborious. We present a new method, HeterSkinNet, aiming to fully automate such processes and significantly boost productivity. Given a character mesh and skeleton as input, our method builds a heterogeneous graph that treats the mesh vertices and the skeletal bones as nodes of different types and uses graph convolutions to learn their relationships. To tackle the graph heterogeneity, we propose a new graph network convolution operato… Show more

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Cited by 3 publications
(1 citation statement)
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“…Our approach for handling arbitrary characters and clothing types is complimentary and can be combined with these methods. Other methods regard the clothing and the character as the whole skinning target and use a learning-based skinning approach to predict the deformation [26][27][28].…”
Section: Learning-based Cloth Deformationmentioning
confidence: 99%
“…Our approach for handling arbitrary characters and clothing types is complimentary and can be combined with these methods. Other methods regard the clothing and the character as the whole skinning target and use a learning-based skinning approach to predict the deformation [26][27][28].…”
Section: Learning-based Cloth Deformationmentioning
confidence: 99%