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Animation space: A truly linear framework for character animation
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Source ACM Transactions on Graphics (TOG) archive
Volume 25 ,  Issue 4  (October 2006) table of contents
Pages: 1400 - 1423  
Year of Publication: 2006
ISSN:0730-0301
Authors
Bruce Merry  University of Cape Town, Rondebosch, South Africa
Patrick Marais  University of Cape Town, Rondebosch, South Africa
James Gain  University of Cape Town, Rondebosch, South Africa
Publisher
ACM  New York, NY, USA
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ABSTRACT

Skeletal subspace deformation (SSD), a simple method of character animation used in many applications, has several shortcomings; the best-known being that joints tend to collapse when bent. We present animation space, a generalization of SSD that greatly reduces these effects and effectively eliminates them for joints that do not have an unusually large range of motion.While other, more expensive generalizations exist, ours is unique in expressing the animation process as a simple linear transformation of the input coordinates. We show that linearity can be used to derive a measure of average distance (across the space of poses), and apply this to improving parametrizations.Linearity also makes it possible to fit a model to a set of examples using least-squares methods. The extra generality in animation space allows for a good fit to realistic data, and overfitting can be controlled to allow fitted models to generalize to new poses. Despite the extra vertex attributes, it is possible to render these animation-space models in hardware with no loss of performance relative to SSD.


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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Collins, G. and Hilton, A. 2001. Modelling for character animation. Softw. Focus 2, 2, 44--51.
 
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CITED BY  8

Collaborative Colleagues:
Bruce Merry: colleagues
Patrick Marais: colleagues
James Gain: colleagues