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Conference Paper: Transplanting and editing animations on skinned meshes

TitleTransplanting and editing animations on skinned meshes
Authors
Issue Date2007
Citation
Proceedings - Pacific Conference On Computer Graphics And Applications, 2007, p. 431-434 How to Cite?
AbstractSkinned Mesh Animation (SMA) well approximates a mesh animation with extracted bones and their transformations. However, unlike skeleton, bones in SMA are not organized in hierarchies, thus they need mesh dependent translation vectors which prevent other sources of motion (i.e. skeletal animations, MoCAP, SMAs etc) from being applied to the skinned mesh. In this paper, we propose a new and fast method to transplant motion to skinned meshes. By efficiently solving a linear least-squares system, we can compute new translation vectors which enable the motion to work on the skinned mesh. Based on the same idea, we have also devised a SMA editing tool which allows users to edit frames of the SMA interactively. Furthermore, the editing can be propagated to all subsequent frames. © 2007 IEEE.
Persistent Identifierhttp://hdl.handle.net/10722/151918
ISSN
References

 

DC FieldValueLanguage
dc.contributor.authorJia, Yen_US
dc.contributor.authorFeng, WWen_US
dc.contributor.authorYu, Yen_US
dc.date.accessioned2012-06-26T06:30:48Z-
dc.date.available2012-06-26T06:30:48Z-
dc.date.issued2007en_US
dc.identifier.citationProceedings - Pacific Conference On Computer Graphics And Applications, 2007, p. 431-434en_US
dc.identifier.issn1550-4085en_US
dc.identifier.urihttp://hdl.handle.net/10722/151918-
dc.description.abstractSkinned Mesh Animation (SMA) well approximates a mesh animation with extracted bones and their transformations. However, unlike skeleton, bones in SMA are not organized in hierarchies, thus they need mesh dependent translation vectors which prevent other sources of motion (i.e. skeletal animations, MoCAP, SMAs etc) from being applied to the skinned mesh. In this paper, we propose a new and fast method to transplant motion to skinned meshes. By efficiently solving a linear least-squares system, we can compute new translation vectors which enable the motion to work on the skinned mesh. Based on the same idea, we have also devised a SMA editing tool which allows users to edit frames of the SMA interactively. Furthermore, the editing can be propagated to all subsequent frames. © 2007 IEEE.en_US
dc.languageengen_US
dc.relation.ispartofProceedings - Pacific Conference on Computer Graphics and Applicationsen_US
dc.titleTransplanting and editing animations on skinned meshesen_US
dc.typeConference_Paperen_US
dc.identifier.emailYu, Y:yzyu@cs.hku.hken_US
dc.identifier.authorityYu, Y=rp01415en_US
dc.description.naturelink_to_subscribed_fulltexten_US
dc.identifier.doi10.1109/PG.2007.65en_US
dc.identifier.scopuseid_2-s2.0-46749134421en_US
dc.relation.referenceshttp://www.scopus.com/mlt/select.url?eid=2-s2.0-46749134421&selection=ref&src=s&origin=recordpageen_US
dc.identifier.spage431en_US
dc.identifier.epage434en_US
dc.publisher.placeUnited Statesen_US
dc.identifier.scopusauthoridJia, Y=12646747000en_US
dc.identifier.scopusauthoridFeng, WW=36960295400en_US
dc.identifier.scopusauthoridYu, Y=8554163500en_US

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