SkinCells: Sparse Skinning using Voronoi Cells

Abstract
For decades, real-time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor-intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high-quality skinning weights from a standard mesh and skeleton in a canonical A- or T-pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex - a critical requirement for maintaining performance in large-scale mobile environments. Furthermore, we address the challenge of Level-of-Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This allows a single optimization pass to be applied seamlessly across multiple asset resolutions and variations. Central to our approach is a novel parameterized family of functions, we call SkinCells. We demonstrate that our method consistently produces stable, high-quality results even in complex scenarios where standard biharmonic weight computations fail.
Description

        
@article{
10.1111:cgf.70381
, journal = {Computer Graphics Forum}, title = {{
SkinCells: Sparse Skinning using Voronoi Cells
}}, author = {
Larionov, Egor
and
Santesteban, Igor
and
Chen, Hsiao-yu
and
Lin, Gene Wei-Chin
and
Herholz, Philipp
and
Goldade, Ryan
and
Kavan, Ladislav
and
Roble, Doug
and
Stuyck, Tuur
}, year = {
2026
}, publisher = {
The Eurographics Association and John Wiley & Sons Ltd.
}, ISSN = {
1467-8659
}, DOI = {
10.1111/cgf.70381
} }
Citation