Harmonic Skeleton for Realistic Character Animation

dc.contributor.authorAujay, Gregoireen_US
dc.contributor.authorHetroy, Francken_US
dc.contributor.authorLazarus, Francisen_US
dc.contributor.authorDepraz, Christineen_US
dc.contributor.editorDimitris Metaxas and Jovan Popovicen_US
dc.date.accessioned2014-01-29T07:27:31Z
dc.date.available2014-01-29T07:27:31Z
dc.date.issued2007en_US
dc.description.abstractCurrent approaches to skeleton generation are based on topological and geometrical information only; this can be insufficient for realistic character animation, since the location of the joints does not usually match the real bone structure of the model. This paper proposes the use of anatomical information to enhance the skeleton. Using a harmonic function, this information can be recovered from the skeleton itself, which is guaranteed not to have undesired endpoints. The skeleton is computed as a Reeb graph of such a function over the surface of the model. Starting from one point selected on the head of the character, the entire process is fast, automatic and robust; it generates skeletons whose joints can be associated with the character s anatomy. Results are provided, including a quantitative validation of the generated skeletons.en_US
dc.description.seriesinformationEurographics/SIGGRAPH Symposium on Computer Animationen_US
dc.identifier.isbn978-3-905673-44-9en_US
dc.identifier.issn1727-5288en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SCA/SCA07/151-160en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism: Animationen_US
dc.titleHarmonic Skeleton for Realistic Character Animationen_US
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