2021
DOI: 10.1111/cgf.142654
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Velocity Skinning for Real‐time Stylized Skeletal Animation

Abstract: Figure 1: Left: Skeletal rig, with a single bone in the head: When animated using velocity skinning, secondary animation effects are automatically added to the ear, and face, while the horn can be set as rigid. Right: The native efficiency and simplicity of the method is compatible with GPU implementation used to compute thousands of animated cows in real-time.

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Cited by 7 publications
(3 citation statements)
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“…Geometric deformers based on bone velocities [Noble and Tang 2007;Rohmer et al 2021] and accelerations [Kalyanasundaram et al 2022] are able to reproduce a wide range of motion exaggeration effects, and offer artist control through painted weights and handles. Example-based methods [Dvorožňák et al 2017;Roberts and Mallett 2013] provide even more natural and intuitive controls, but they must be set up manually for each specific animation.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Geometric deformers based on bone velocities [Noble and Tang 2007;Rohmer et al 2021] and accelerations [Kalyanasundaram et al 2022] are able to reproduce a wide range of motion exaggeration effects, and offer artist control through painted weights and handles. Example-based methods [Dvorožňák et al 2017;Roberts and Mallett 2013] provide even more natural and intuitive controls, but they must be set up manually for each specific animation.…”
Section: Related Workmentioning
confidence: 99%
“…Full skeleton. For a vertex 𝑖 affected by multiple bones, its motion offset is computed by the contribution of each bone 𝑘 through its skinning weight 𝑤 𝑖𝑘 , similarly to [Rohmer et al 2021…”
Section: Articulated Figurementioning
confidence: 99%
“…Один из предлагаемых вариантов подразумевает добавление вторичных эффектов поверх стандартного скиннинга, что позволит стилизовать движение модели под руководством художника [32].…”
Section: вторичный скиннингunclassified