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    Automatic Conversion of Mesh Animations into Skeleton-based Animations

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    Date
    2008
    Author
    De Aguiar, Edilson
    Theobalt, Christian
    Thrun, Sebastian
    Seidel, Hans-Peter
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    Abstract
    Recently, it has become increasingly popular to represent animations not by means of a classical skeleton-based model, but in the form of deforming mesh sequences. The reason for this new trend is that novel mesh deformation methods as well as new surface based scene capture techniques offer a great level of flexibility during animation creation. Unfortunately, the resulting scene representation is less compact than skeletal ones and there is not yet a rich toolbox available which enables easy post-processing and modification of mesh animations. To bridge this gap between the mesh-based and the skeletal paradigm, we propose a new method that automatically extracts a plausible kinematic skeleton, skeletal motion parameters, as well as surface skinning weights from arbitrary mesh animations. By this means, deforming mesh sequences can be fully-automatically transformed into fullyrigged virtual subjects. The original input can then be quickly rendered based on the new compact bone and skin representation, and it can be easily modified using the full repertoire of already existing animation tools.
    BibTeX
    @article {10.1111:j.1467-8659.2008.01136.x,
    journal = {Computer Graphics Forum},
    title = {{Automatic Conversion of Mesh Animations into Skeleton-based Animations}},
    author = {De Aguiar, Edilson and Theobalt, Christian and Thrun, Sebastian and Seidel, Hans-Peter},
    year = {2008},
    publisher = {The Eurographics Association and Blackwell Publishing Ltd},
    ISSN = {1467-8659},
    DOI = {10.1111/j.1467-8659.2008.01136.x}
    }
    URI
    http://dx.doi.org/10.1111/j.1467-8659.2008.01136.x
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    • 27-Issue 2
    • Full Papers 2008 - CGF 27-Issue 2

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    Eurographics Association copyright © 2013 - 2023 
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    Theme by @mire NV
    System hosted at  Graz University of Technology.
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