Example-Based Skeleton Extraction
dc.contributor.author | Schaefer, Scott | en_US |
dc.contributor.author | Yuksel, Can | en_US |
dc.contributor.editor | Alexander Belyaev and Michael Garland | en_US |
dc.date.accessioned | 2014-01-29T09:43:11Z | |
dc.date.available | 2014-01-29T09:43:11Z | |
dc.date.issued | 2007 | en_US |
dc.description.abstract | We present a method for extracting a hierarchical, rigid skeleton from a set of example poses. We then use this skeleton to not only reproduce the example poses, but create new deformations in the same style as the examples. Since rigid skeletons are used by most 3D modeling software, this skeleton and the corresponding vertex weights can be inserted directly into existing production pipelines. To create the skeleton, we first estimate the rigid transformations of the bones using a fast, face clustering approach. We present an efficient method for clustering by providing a Rigid Error Function that finds the best rigid transformation from a set of points in a robust, space efficient manner and supports fast clustering operations. Next, we solve for the vertex weights and enforce locality in the resulting weight distributions. Finally, we use these weights to determine the connectivity and joint locations of the skeleton. | en_US |
dc.description.seriesinformation | Geometry Processing | en_US |
dc.identifier.isbn | 978-3-905673-46-3 | en_US |
dc.identifier.issn | 1727-8384 | en_US |
dc.identifier.uri | https://doi.org/10.2312/SGP/SGP07/153-162 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism | en_US |
dc.title | Example-Based Skeleton Extraction | en_US |