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A comparison of linear skinning techniques for character animation
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Source Computer graphics, virtual reality, visualisation and interaction in Africa archive
Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa table of contents
Grahamstown, South Africa
SESSION: Modelling II table of contents
Pages: 177 - 186  
Year of Publication: 2007
ISBN:978-1-59593-906-7
Authors
David Jacka  University of Cape Town
Ashley Reid  University of Cape Town
Bruce Merry  University of Cape Town
James Gain  University of Cape Town
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

Character animation is the task of moving a complex, artificial character in a life-like manner. A widely used method for character animation involves embedding a simple skeleton within a character model and then animating the character by moving the underlying skeleton. The character's skin is required to move and deform along with the skeleton. Research into this problem has resulted in a number of skinning frameworks. There has, however, been no objective attempt to compare these methods.

We compare three linear skinning frameworks that are computationally efficient enough to be used for real-time animation: Skeletal Subspace Deformation, Animation Space and Multi-Weight Enveloping. These create a correspondence between the points on a character's skin and the underlying skeleton by means of a number of weights, with more weights providing greater flexibility. The quality of each of the three frameworks is tested by generating the skins for a number of poses for which the ideal skin is known. These generated skin meshes are then compared to the ideal skins using various mesh comparison techniques and human studies are used to determine the effect of any temporal artefacts introduced. We found that Skeletal Subspace Deformation lacks flexibility while Multi-Weight Enveloping is prone to overfitting. Animation Space consistently outperforms the other two frameworks.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Cheung, G. K., Baker, S., and Kanade, T. 2003. Shape-from-silhouette of articulated objects and its use for human body kinematics estimation and motion capture. CVPR 01, 77.
 
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Mohr, A., and Gleicher, M. 2003. Deformation sensitive deformation. Tech. Rep. 4/7/2003, University of Wisconsin, Madison.
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Collaborative Colleagues:
David Jacka: colleagues
Ashley Reid: colleagues
Bruce Merry: colleagues
James Gain: colleagues