Attachment-Based Character Deformation

dc.contributor.authorToothman, Nicken_US
dc.contributor.authorNeff, Michaelen_US
dc.contributor.editorBernhard Thomaszewski and KangKang Yin and Rahul Narainen_US
dc.date.accessioned2017-12-31T10:42:58Z
dc.date.available2017-12-31T10:42:58Z
dc.date.issued2017
dc.description.abstractWhile advancements have made it easier to work with digital characters, it remains difficult to author animations that display the free and highly expressive shape change that characterize hand-drawn animation.We present a deformation method that combines skeletal control and free shape change in a single framework, along with an intuitive, sketch-based interface. By finding attachment points between the mesh and skeleton, we enable con gurable skeleton and surface-based deformations, and avoid common skinning artifacts. Use of sketch-based interfaces and graphics hardware make both skeletal and mesh deformation simple to control and fast enough for interactive use.en_US
dc.description.sectionheadersPoster Abstracts
dc.description.seriesinformationEurographics/ ACM SIGGRAPH Symposium on Computer Animation - Posters
dc.identifier.doi10.1145/3099564.3108161
dc.identifier.isbn978-1-4503-5091-4
dc.identifier.pagesNick Toothman and Michael Neff-Computing methodologies Animation; Shape modeling; Mesh geometry models; shape control, deformation, skinning, animation
dc.identifier.urihttps://doi.org/10.1145/3099564.3108161
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1145/3099564-3108161
dc.publisherACMen_US
dc.subjectComputing methodologies Animation
dc.subjectShape modeling
dc.subjectMesh geometry models
dc.subjectshape control
dc.subjectdeformation
dc.subjectskinning
dc.subjectanimation
dc.titleAttachment-Based Character Deformationen_US
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