Skeleton driven animation based on implicit skinning

Skeleton-driven animation methods have been commonly used in animating 3D characters. In these methods, a skinning process that binds the character surface onto the skeleton is required. This process is usually accomplished manually and is a time-consuming task. In this paper, we propose a novel method for automatically skinning skeletal character models. Given the motion of a skeleton, our method can animate the character model automatically. In our method, each joint coordinate is parameterized by its surrounding local surface. In such a way, the character's surface is implicitly bound onto the skeleton. Character animation is achieved by minimizing an energy function that is carefully designed to prevent unnatural volume changes and to guarantee smooth deformations. Experiments demonstrate the efficiency and excellent performance of our method.

[1]  John P. Lewis,et al.  Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation , 2000, SIGGRAPH.

[2]  Mark Meyer,et al.  Discrete Differential-Geometry Operators for Triangulated 2-Manifolds , 2002, VisMath.

[3]  Marc Alexa,et al.  As-rigid-as-possible surface modeling , 2007, Symposium on Geometry Processing.

[4]  D. Levin,et al.  Green Coordinates , 2008, SIGGRAPH 2008.

[5]  Michael Gleicher,et al.  Building efficient, accurate character skins from examples , 2003, ACM Trans. Graph..

[6]  Olga Sorkine-Hornung,et al.  Context‐Aware Skeletal Shape Deformation , 2007, Comput. Graph. Forum.

[7]  Hujun Bao,et al.  Cage-based deformation transfer , 2010, Comput. Graph..

[8]  Bobby Bodenheimer,et al.  Synthesis and evaluation of linear motion transitions , 2008, TOGS.

[9]  Antonio A. F. Oliveira,et al.  Shape-sensitive MLS deformation , 2009, The Visual Computer.

[10]  Zoran Popović,et al.  Contact-aware nonlinear control of dynamic characters , 2009, SIGGRAPH 2009.

[11]  H. Shum,et al.  Subspace gradient domain mesh deformation , 2006, SIGGRAPH 2006.

[12]  Kai Hormann,et al.  Mean value coordinates for arbitrary planar polygons , 2006, TOGS.

[13]  Ralph R. Martin,et al.  Shape Deformation Using a Skeleton to Drive Simplex Transformations , 2008, IEEE Transactions on Visualization and Computer Graphics.

[14]  Jian J. Zhang,et al.  Curve skeleton skinning for human and creature characters , 2006, Comput. Animat. Virtual Worlds.

[15]  Jules Bloomenthal,et al.  Medial-based vertex deformation , 2002, SCA '02.

[16]  John M. Snyder,et al.  Large mesh deformation using the volumetric graph Laplacian , 2005, SIGGRAPH '05.

[17]  O. Sorkine Differential Representations for Mesh Processing , 2006 .

[18]  Ilya Baran,et al.  Automatic rigging and animation of 3D characters , 2007, SIGGRAPH 2007.

[19]  Jirí Zára,et al.  Spherical blend skinning: a real-time deformation of articulated models , 2005, I3D '05.

[20]  Mark Meyer,et al.  Harmonic coordinates for character articulation , 2007, ACM Trans. Graph..

[21]  Jirí Zára,et al.  Geometric skinning with approximate dual quaternion blending , 2008, TOGS.

[22]  Doug L. James,et al.  Skinning mesh animations , 2005, ACM Trans. Graph..

[23]  Hans-Christian Hege,et al.  Visualization and Mathematics III , 2011 .

[24]  Pieter Peers,et al.  Compressive light transport sensing , 2009, ACM Trans. Graph..

[25]  Olga Sorkine,et al.  Laplacian Mesh Processing , 2005 .

[26]  Martin Reimers,et al.  Mean value coordinates in 3D , 2005, Comput. Aided Geom. Des..

[27]  J. Warren,et al.  Mean value coordinates for closed triangular meshes , 2005, SIGGRAPH 2005.

[28]  Ioannis Pratikakis,et al.  3D Mesh Segmentation Methodologies for CAD applications , 2007 .

[29]  Jituo Li Automatically Constructing Skeletons and Parametric Structures for Polygonal Human Bodies , 2007 .

[30]  Tong-Yee Lee,et al.  Segmenting a deforming mesh into near-rigid components , 2006, The Visual Computer.

[31]  Bert Jüttler,et al.  Sweep-based human deformation , 2005, The Visual Computer.

[32]  Doug L. James,et al.  Skinning mesh animations , 2005, SIGGRAPH 2005.

[33]  Junzhou Huang,et al.  Robust mesh editing using Laplacian coordinates , 2011, Graph. Model..

[34]  Hujun Bao,et al.  Poisson shape interpolation , 2006, Graph. Model..

[35]  David P. Dobkin,et al.  The quickhull algorithm for convex hulls , 1996, TOMS.

[36]  Ulrich Pinkall,et al.  Computing Discrete Minimal Surfaces and Their Conjugates , 1993, Exp. Math..

[37]  Artus Krohn-Grimberghe,et al.  Eurographics/ Acm Siggraph Symposium on Computer Animation (2007) Deformation Styles for Spline-based Skeletal Animation , 2022 .

[38]  M. Ben-Chen,et al.  Variational harmonic maps for space deformation , 2009, SIGGRAPH 2009.

[39]  Baining Guo,et al.  Context-aware textures , 2007, TOGS.