Automatic linearization of nonlinear skinning
暂无分享,去创建一个
[1] Cary B. Phillips,et al. Multi-weight enveloping: least-squares approximation techniques for skin animation , 2002, SCA '02.
[2] John P. Lewis,et al. Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation , 2000, SIGGRAPH.
[3] Jirí Zára,et al. Fast Collision Detection for Skeletally Deformable Models , 2005, Comput. Graph. Forum.
[4] Charles L. Lawson,et al. Solving least squares problems , 1976, Classics in applied mathematics.
[5] Doug L. James,et al. Skinning mesh animations , 2005, ACM Trans. Graph..
[6] Dan Weston,et al. Offset curve deformation from skeletal animation , 2008, SIGGRAPH '08.
[7] Peter-Pike J. Sloan,et al. Shape by example , 2001, I3D '01.
[8] James E. Gain,et al. Normal transformations for articulated models , 2006, SIGGRAPH '06.
[9] Michael Gleicher,et al. Building efficient, accurate character skins from examples , 2003, ACM Trans. Graph..
[10] Olga Sorkine-Hornung,et al. Context‐Aware Skeletal Shape Deformation , 2007, Comput. Graph. Forum.
[11] Ken Shoemake,et al. Animating rotation with quaternion curves , 1985, SIGGRAPH.
[12] Daniel Thalmann,et al. Joint-dependent local deformations for hand animation and object grasping , 1989 .
[13] Dinesh K. Pai,et al. EigenSkin: real time large deformation character skinning in hardware , 2002, SCA '02.
[14] Jirí Zára,et al. Geometric skinning with approximate dual quaternion blending , 2008, TOGS.
[15] C. Lawson,et al. Solving least squares problems , 1976, Classics in applied mathematics.
[16] Sebastian Thrun,et al. SCAPE: shape completion and animation of people , 2005, SIGGRAPH 2005.
[17] Jian J. Zhang,et al. Curve skeleton skinning for human and creature characters , 2006, Comput. Animat. Virtual Worlds.
[18] Xiaosong Yang,et al. Curve skeleton skinning for human and creature characters: Research Articles , 2006 .
[19] Jovan Popović,et al. Deformation transfer for triangle meshes , 2004, SIGGRAPH 2004.
[20] James E. Gain,et al. Animation space: A truly linear framework for character animation , 2006, TOGS.
[21] Scott Schaefer,et al. Example-based skeleton extraction , 2007, Symposium on Geometry Processing.
[22] John P. Lewis,et al. Practical least-squares for computer graphics: Video files associated with this course are available from the citation page , 2007, SIGGRAPH Courses.
[23] Artus Krohn-Grimberghe,et al. Eurographics/ Acm Siggraph Symposium on Computer Animation (2007) Deformation Styles for Spline-based Skeletal Animation , 2022 .
[24] Jirí Zára,et al. Skinning arbitrary deformations , 2007, SI3D.
[25] Hans-Peter Seidel,et al. Automatic Conversion of Mesh Animations into Skeleton‐based Animations , 2008, Comput. Graph. Forum.