ASMR: Adaptive Skeleton-Mesh Rigging and Skinning via 2D Generative Prior

dc.contributor.authorHong, Seokhyeonen_US
dc.contributor.authorChoi, Soojinen_US
dc.contributor.authorKim, Chaelinen_US
dc.contributor.authorCha, Sihunen_US
dc.contributor.authorNoh, Junyongen_US
dc.contributor.editorBousseau, Adrienen_US
dc.contributor.editorDay, Angelaen_US
dc.date.accessioned2025-05-09T09:14:19Z
dc.date.available2025-05-09T09:14:19Z
dc.date.issued2025
dc.description.abstractDespite the growing accessibility of skeletal motion data, integrating it for animating character meshes remains challenging due to diverse configurations of both skeletons and meshes. Specifically, the body scale and bone lengths of the skeleton should be adjusted in accordance with the size and proportions of the mesh, ensuring that all joints are accurately positioned within the character mesh. Furthermore, defining skinning weights is complicated by variations in skeletal configurations, such as the number of joints and their hierarchy, as well as differences in mesh configurations, including their connectivity and shapes. While existing approaches have made efforts to automate this process, they hardly address the variations in both skeletal and mesh configurations. In this paper, we present a novel method for the automatic rigging and skinning of character meshes using skeletal motion data, accommodating arbitrary configurations of both meshes and skeletons. The proposed method predicts the optimal skeleton aligned with the size and proportion of the mesh as well as defines skinning weights for various meshskeleton configurations, without requiring explicit supervision tailored to each of them. By incorporating Diffusion 3D Features (Diff3F) as semantic descriptors of character meshes, our method achieves robust generalization across different configurations. To assess the performance of our method in comparison to existing approaches, we conducted comprehensive evaluations encompassing both quantitative and qualitative analyses, specifically examining the predicted skeletons, skinning weights, and deformation quality.en_US
dc.description.number2
dc.description.sectionheadersRigged for Success: Character Animation and Retargeting
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume44
dc.identifier.doi10.1111/cgf.70052
dc.identifier.issn1467-8659
dc.identifier.pages15 pages
dc.identifier.urihttps://doi.org/10.1111/cgf.70052
dc.identifier.urihttps://diglib.eg.org/handle/10.1111/cgf70052
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectCCS Concepts: Computing methodologies → Animation; Mesh geometry models
dc.subjectComputing methodologies → Animation
dc.subjectMesh geometry models
dc.titleASMR: Adaptive Skeleton-Mesh Rigging and Skinning via 2D Generative Prioren_US
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