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  • Matrix palette skinning (also known as skeletal subspace deformation) is a very popular real-time animation technique. So far, it has only been applied to the class of quasi-articulated objects, such as moving human or animal figures. In this paper, we demonstrate how to automatically construct skinning approximations of arbitrary precomputed animations, such as those of cloth or elastic materials. In contrast to previous approaches, our method is particularly well suited to input animations without rigid components. Our transformation fitting algorithm finds optimal skinning transformations (in a least-squares sense) and therefore achieves considerably higher accuracy for non-quasi-articulated objects than previous methods. This allows the advantages of skinned animations (e.g., efficient rendering, rest-pose editing and fast collision detection) to be exploited for arbitrary deformations.
  • Matrix palette skinning (also known as skeletal subspace deformation) is a very popular real-time animation technique. So far, it has only been applied to the class of quasi-articulated objects, such as moving human or animal figures. In this paper, we demonstrate how to automatically construct skinning approximations of arbitrary precomputed animations, such as those of cloth or elastic materials. In contrast to previous approaches, our method is particularly well suited to input animations without rigid components. Our transformation fitting algorithm finds optimal skinning transformations (in a least-squares sense) and therefore achieves considerably higher accuracy for non-quasi-articulated objects than previous methods. This allows the advantages of skinned animations (e.g., efficient rendering, rest-pose editing and fast collision detection) to be exploited for arbitrary deformations. (en)
Title
  • Skinning arbitrary deformations
  • Skinning arbitrary deformations (en)
skos:prefLabel
  • Skinning arbitrary deformations
  • Skinning arbitrary deformations (en)
skos:notation
  • RIV/68407700:21230/07:00132273!RIV10-MSM-21230___
http://linked.open...avai/riv/aktivita
http://linked.open...avai/riv/aktivity
  • P(LC06008), Z(MSM6840770014)
http://linked.open...vai/riv/dodaniDat
http://linked.open...aciTvurceVysledku
http://linked.open.../riv/druhVysledku
http://linked.open...iv/duvernostUdaju
http://linked.open...titaPredkladatele
http://linked.open...dnocenehoVysledku
  • 450133
http://linked.open...ai/riv/idVysledku
  • RIV/68407700:21230/07:00132273
http://linked.open...riv/jazykVysledku
http://linked.open.../riv/klicovaSlova
  • animation compression; approximation; dual quaternions; skinning (en)
http://linked.open.../riv/klicoveSlovo
http://linked.open...ontrolniKodProRIV
  • [44DF4DC8FE9A]
http://linked.open...v/mistoKonaniAkce
  • Seattle
http://linked.open...i/riv/mistoVydani
  • New York
http://linked.open...i/riv/nazevZdroje
  • Proceedings of the 2007 symposium on Interactive 3D graphics and games
http://linked.open...in/vavai/riv/obor
http://linked.open...ichTvurcuVysledku
http://linked.open...cetTvurcuVysledku
http://linked.open...vavai/riv/projekt
http://linked.open...UplatneniVysledku
http://linked.open...iv/tvurceVysledku
  • Kavan, Ladislav
  • Žára, Jiří
http://linked.open...vavai/riv/typAkce
http://linked.open...ain/vavai/riv/wos
  • 000266370900007
http://linked.open.../riv/zahajeniAkce
http://linked.open...n/vavai/riv/zamer
number of pages
http://purl.org/ne...btex#hasPublisher
  • ACM SIGGRAPH
https://schema.org/isbn
  • 978-1-59593-628-8
http://localhost/t...ganizacniJednotka
  • 21230
is http://linked.open...avai/riv/vysledek of
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