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Direct manipulation of interactive character skins
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Source Symposium on Interactive 3D Graphics archive
Proceedings of the 2003 symposium on Interactive 3D graphics table of contents
Monterey, California
SESSION: Session 1: bodies table of contents
Pages: 27 - 30  
Year of Publication: 2003
ISBN:1-58113-645-5
Authors
Alex Mohr  University of Wisconsin, Madison
Luke Tokheim  University of Wisconsin, Madison
Michael Gleicher  University of Wisconsin, Madison
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 5,   Downloads (12 Months): 49,   Citation Count: 8
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ABSTRACT

Geometry deformations for interactive animated characters are most commonly achieved using a skeleton-driven deformation technique called linear blend skinning. To deform a vertex, linear blend skinning computes a weighted average of that vertex rigidly transformed by each bone that influences it. Authoring a character for linear blend skinning involves explicitly setting the weights used to compute deformed vertex positions. This process is tedious, repetitive, and frustrating not only because the deformed vertex positions are not intuitively related to the vertex weights, but also because the range of possible deformations is unclear. In this paper, we present a method that lets users directly manipulate the deformed vertex positions in a linear blend skin. We compute the subspace of possible deformed vertex positions, display it for users, and let them place the vertex anywhere in this space. Our algorithm then computes the correct weights automatically. This method lets us provide a skin editing interface that gives users as much direct control as possible and makes explicit what deformations are possible.


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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Michel Berkelaar. lp_solve linear programming library. http://www.cs.sunysb.edu/algorith/implement/lpsolve/implement.shtml.
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Karan Singh and Evangelos Kokkevis. Skinning characters using surface oriented free-form deformations. In Graphics Interface, pages 35--42, 2000.
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CITED BY  8

Collaborative Colleagues:
Alex Mohr: colleagues
Luke Tokheim: colleagues
Michael Gleicher: colleagues