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Harmonic skeleton for realistic character animation
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Symposium on Computer Animation archive
Proceedings of the 2007 ACM SIGGRAPH/Eurographics symposium on Computer animation table of contents
San Diego, California
SESSION: Articulation table of contents
Pages: 151 - 160  
Year of Publication: 2007
ISBN:978-1-59593-624-4
Authors
Grégoire Aujay  EVASION - LJK (CNRS, INRIA and Univ. Grenoble)
Franck Hétroy  EVASION - LJK (CNRS, INRIA and Univ. Grenoble)
Francis Lazarus  GIPSA-Lab (CNRS and Univ. Grenoble)
Christine Depraz  EVASION - LJK (CNRS, INRIA and Univ. Grenoble)
Sponsors
Eurographics: Eurographics Association
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
Eurographics Association  Aire-la-Ville, Switzerland, Switzerland
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Downloads (6 Weeks): 11,   Downloads (12 Months): 115,   Citation Count: 3
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ABSTRACT

Current approaches to skeleton generation are based on topological and geometrical information only; this can be insufficient for realistic character animation, since the location of the joints does not usually match the real bone structure of the model. This paper proposes the use of anatomical information to enhance the skeleton. Using a harmonic function, this information can be recovered from the skeleton itself, which is guaranteed not to have undesired endpoints. The skeleton is computed as a Reeb graph of such a function over the surface of the model. Starting from one point selected on the head of the character, the entire process is fast, automatic and robust; it generates skeletons whose joints can be associated with the character's anatomy. Results are provided, including a quantitative validation of the generated skeletons.


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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Collaborative Colleagues:
Grégoire Aujay: colleagues
Franck Hétroy: colleagues
Francis Lazarus: colleagues
Christine Depraz: colleagues