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Harmonic skeleton for realistic character animation

Published: 03 August 2007 Publication History

Abstract

Current approaches to skeleton generation are based on topological and geometrical information only; this can be insufficient for realistic character animation, since the location of the joints does not usually match the real bone structure of the model. This paper proposes the use of anatomical information to enhance the skeleton. Using a harmonic function, this information can be recovered from the skeleton itself, which is guaranteed not to have undesired endpoints. The skeleton is computed as a Reeb graph of such a function over the surface of the model. Starting from one point selected on the head of the character, the entire process is fast, automatic and robust; it generates skeletons whose joints can be associated with the character's anatomy. Results are provided, including a quantitative validation of the generated skeletons.

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cover image ACM Conferences
SCA '07: Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation
August 2007
287 pages
ISBN:9781595936240

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Eurographics Association

Goslar, Germany

Publication History

Published: 03 August 2007

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SCA '07 Paper Acceptance Rate 28 of 81 submissions, 35%;
Overall Acceptance Rate 183 of 487 submissions, 38%

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  • (2016)GPU-based approaches for shape diameter function computation and its applications focused on skeleton extractionComputers and Graphics10.1016/j.cag.2016.06.00659:C(151-159)Online publication date: 1-Oct-2016
  • (2015)Physically inspired stretching for skinning animation of non-rigid bodiesProceedings of the 31st Spring Conference on Computer Graphics10.1145/2788539.2788545(47-53)Online publication date: 22-Apr-2015
  • (2014)Skeleton-based matching for animation transfer and joint detectionProceedings of the 30th Spring Conference on Computer Graphics10.1145/2643188.2643197(91-98)Online publication date: 28-May-2014
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