Skeletal animation with vertex blending is a popular method to model believable 3D characters. Its main advantage is its speed that allows real-time deformation even on low-level ...
Geometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex...
This paper presents a method to add fine details, such as wrinkles and bulges, on a virtual face animated by common skinning techniques. Our system is based on a small set of refe...
We present a new approach to character skinning where divergence-free vector fields induced by skeletal motion, describe the velocity of skin deformation. The joint transformation...
In this paper we present an approach to enrich skeleton-driven animations with physically-based secondary deformation in real time. To achieve this goal, we propose a novel, surfa...
Xiaohan Shi, Kun Zhou, Yiying Tong, Mathieu Desbru...