ACM Transactions on Graphics · 2005 · 364 citations · 36 references
ArchitectureAnatomy3D ModelingComputer GraphicsDigital Rendering3D AnimationAnimationAnimation RenderingCharacter AnimationMesh ProcessingShape DeformationConvergenceData-driven Model ReductionDeformable Body Collision DetectionDeformable ModelsLow-rank ApproximationMesh RepresentationSkeletal Motion ModelingSkeleton-based Animation
We extend approaches for skinning characters to the general setting of skinning deformable mesh animations. We provide an automatic algorithm for generating progressive skinning approximations, that is particularly efficient for pseudo-articulated motions. Our contributions include the use of nonparametric mean shift clustering of high-dimensional mesh rotation sequences to automatically identify statistically relevant bones, and robust least squares methods to determine bone transformations, bone-vertex influence sets, and vertex weight values. We use a low-rank data reduction model defined in the undeformed mesh configuration to provide progressive convergence with a fixed number of bones. We show that the resulting skinned animations enable efficient hardware rendering, rest pose editing, and deformable collision detection. Finally, we present numerous examples where skins were automatically generated using a single set of parameter values.
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Algorithms for Non-negative Matrix Factorization
Daniel D. Lee, H. Sebastian Seung · 2000 · 5.5K citations
Proceedings of Graphics Interface 2001
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