SkinCells: Sparse Skinning using Voronoi Cells
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Date
2026
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association and John Wiley & Sons Ltd.
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}
}
