Simplification of Articulated Meshes

dc.contributor.authorLandreneau, Ericen_US
dc.contributor.authorSchaefer, Scotten_US
dc.date.accessioned2015-02-23T10:15:35Z
dc.date.available2015-02-23T10:15:35Z
dc.date.issued2009en_US
dc.description.abstractWe present a method for simplifying a polygonal character with an associated skeletal deformation such that the simplified character approximates the original shape well when deformed. As input, we require a set of example poses that are representative of the types of deformations the character undergoes and we produce a multi-resolution hierarchy for the simplified character where all simplified vertices also have associated skin weights. We create this hierarchy by minimizing an error metric for a simplified set of vertices and their skin weights, and we show that this quartic error metric can be effectively minimized using alternating quadratic minimization for the vertices and weights separately. To enable efficient GPU accelerated deformations of the simplified character, we also provide a method that guarantees the maximum number of bone weights per simplified vertex is less than a user specified threshold at all levels of the hierarchy.en_US
dc.description.number2en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01374.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages347-353en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2009.01374.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleSimplification of Articulated Meshesen_US
Files