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Medial-based vertex deformation
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Source Symposium on Computer Animation archive
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation table of contents
San Antonio, Texas
SESSION: Skinning table of contents
Pages: 147 - 151  
Year of Publication: 2002
ISBN:1-58113-573-4
Author
Jules Bloomenthal  Unchained Geometry, Inc.
Sponsors
Eurographics: Eurographics
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 2,   Downloads (12 Months): 49,   Citation Count: 10
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ABSTRACT

Vertex deformation is a popular technique to animate an erstwhile static object. It is difficult, however, to deform those vertices near multiple limbs of the controlling stick-figure skeleton while maintaining a natural-appearing surface.By applying convolution to the medial axis/surface of the object, the weights associated with vertex deformation can be computed automatically. Fewer undesired artifacts are evidenced in the animated surface.


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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A. Sherstyuk, Kernel Functions in Convolution Surfaces: a Comparative Analysis, The Visual Computer, v. 15, n.4, 1999.
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G. Turkiyyah, D. Storti, M. Ganter, H. Chen, and M. Vimawala, An Accelerated Triangulation Method for Computing the Skeletons of Free-form Solid Models, Computer-Aided Design, v. 29, n. 1, 1997.

CITED BY  10