相关论文: Baseline Skinning for Point Sets of Articulated Bo…
In this technical report, we investigate efficient representations of articulated objects (e.g. human bodies), which is an important problem in computer vision and graphics. To deform articulated geometry, existing approaches represent…
This work presents SkinningNet, an end-to-end Two-Stream Graph Neural Network architecture that computes skinning weights from an input mesh and its associated skeleton, without making any assumptions on shape class and structure of the…
Automatic estimation of skinning transformations is a popular way to deform a single reference shape into a new pose by providing a small number of control parameters. We generalize this approach by efficiently enabling the use of multiple…
Skeletonization is a popular shape analysis technique that models an object's interior as opposed to just its boundary. Fitting template-based skeletal models is a time-consuming process requiring much manual parameter tuning. Recently,…
The last several years have seen significant progress in using depth cameras for tracking articulated objects such as human bodies, hands, and robotic manipulators. Most approaches focus on tracking skeletal parameters of a fixed shape…
Creating animatable avatars from static scans requires the modeling of clothing deformations in different poses. Existing learning-based methods typically add pose-dependent deformations upon a minimally-clothed mesh template or a learned…
Parametric 3D body models like SMPL only represent minimally-clothed people and are hard to extend to clothing because they have a fixed mesh topology and resolution. To address these limitations, recent work uses implicit surfaces or point…
We introduce Point2Skeleton, an unsupervised method to learn skeletal representations from point clouds. Existing skeletonization methods are limited to tubular shapes and the stringent requirement of watertight input, while our method aims…
Skeletonization has been a popular shape analysis technique that models both the interior and exterior of an object. Existing template-based calculations of skeletal models from anatomical structures are a time-consuming manual process.…
This paper presents a new axis-based shape representation scheme along with a matching framework to address the problem of generic shape recognition. The main idea is to define the relative spatial arrangement of local symmetry axes and…
Statistical shape modeling is the computational process of discovering significant shape parameters from segmented anatomies captured by medical images (such as MRI and CT scans), which can fully describe subject-specific anatomy in the…
In this work, we show that exploiting additional variables in a mixed finite element formulation of deformation leads to an efficient physics-based character skinning algorithm. Taking as input, a user-defined rig, we show how to…
In computer graphics, animation compression is essential for efficient storage, streaming and reproduction of animated meshes. Previous work has presented efficient techniques for compression by deriving skinning transformations and weights…
Skinning is a popular way to rig and deform characters for animation, to compute reduced-order simulations, and to define features for geometry processing. Methods built on skinning rely on weight functions that distribute the influence of…
Animating a newly designed character using motion capture (mocap) data is a long standing problem in computer animation. A key consideration is the skeletal structure that should correspond to the available mocap data, and the shape…
Active soft bodies can affect their shape through an internal actuation mechanism that induces a deformation. Similar to recent work, this paper utilizes a differentiable, quasi-static, and physics-based simulation layer to optimize for…
We present a new method to bake classical facial animation blendshapes into a fast linear blend skinning representation. Previous work explored skinning decomposition methods that approximate general animated meshes using a dense set of…
Learning to model and reconstruct humans in clothing is challenging due to articulation, non-rigid deformation, and varying clothing types and topologies. To enable learning, the choice of representation is the key. Recent work uses neural…
Skeleton creation is an important phase in the character animation pipeline. However, handcrafting skeleton takes extensive labor time and domain knowledge. Automatic skeletonization provides a solution. However, most of the current…
Skin dynamics contributes to the enriched realism of human body models in rendered scenes. Traditional methods rely on physics-based simulations to accurately reproduce the dynamic behavior of soft tissues. Due to the model complexity and…