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GRAPP
2009

Skeleton-based Rigid Skinning for Character Animation

10 years 7 months ago
Skeleton-based Rigid Skinning for Character Animation
Skeleton-based skinning is widely used for realistic animation of complex characters defining mesh movement as a function of the underlying skeleton. In this paper, we propose a new robust skeletal animation framework for 3D articulated models. The contribution of this work is twofold. First, we present refinement techniques for improving skeletal representation based on local characteristics which are extracted using centroids and principal axes of the character’s components. Then, we use rigid skinning deformations to achieve realistic motion avoiding vertex weights. A novel method eliminates the artifacts caused by self-intersections, providing sufficiently smooth skin deformation.
Andreas Vasilakis, Ioannis Fudos
Added 01 Sep 2009
Updated 01 Sep 2009
Type Conference
Year 2009
Where GRAPP
Authors Andreas Vasilakis, Ioannis Fudos
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