2007
DOI: 10.1002/cav.181
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Progressive skinning for character animation

Abstract: Previous works have shown that for characters with obvious articulation, animations comprising the blending of skeletal bone transformations, significantly reduce the computation and data requirements, permitting much greater visual detail. However increasingly, animators and engine designers must produce animations that can run on platforms with quite different runtime capabilities. They may simply author multiple skeletons and sets of animations, or reduce the temporal or spatial detail to achieve acceptable… Show more

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Cited by 4 publications
(3 citation statements)
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“…By solving the vector field, the correction of volume is performed over the deformed mesh; this method uses a set of new weights S to control the correction in a localized level; however, this method cannot solve the candy‐wrapper artifact in LBS. An optimization method based on level of details can be found in , using LBS skinning a model's matrix transformation are precomputed based in its joints' hierarchy. If more detail in the animation is required, the method adjusts it progressively applying the matrix operations for the desired level of detail with no noticeable errors in the final animation.…”
Section: Previous Workmentioning
confidence: 99%
“…By solving the vector field, the correction of volume is performed over the deformed mesh; this method uses a set of new weights S to control the correction in a localized level; however, this method cannot solve the candy‐wrapper artifact in LBS. An optimization method based on level of details can be found in , using LBS skinning a model's matrix transformation are precomputed based in its joints' hierarchy. If more detail in the animation is required, the method adjusts it progressively applying the matrix operations for the desired level of detail with no noticeable errors in the final animation.…”
Section: Previous Workmentioning
confidence: 99%
“…However, transforming a large number of crowd members from their neutral pose still consumes a significant proportion of the rendering time. Furthermore, although the computational cost may be reduced using progressive skinning [PSA07], a GPU implementation requires agents to be animated each time they are rendered and this incurs redundant processing within multi‐pass algorithms such as shadow mapping.…”
Section: Skinning a Crowdmentioning
confidence: 99%
“…Except of the context of data reduction, the fully-automatically transform of MAs into compact and easily modified skeletal versions enables a full repertoire of already existing skeletal animation tools. Some representative ones are easy postpreprocessing, level of detail selection [113,125], collision handling [49,70] and efficient hardware accelerated reproduction of the initial input sequence.…”
Section: Skinning Mesh Animationsmentioning
confidence: 99%