“Body building through weight training: using fitting techniques for skin animation” by Wang and Phillips

  • ©Xiaohuan Corina Wang and Cary Phillips



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    Body building through weight training: using fitting techniques for skin animation

Session/Category Title:   Animation Techniques



    This sketch describes a new method for deforming the skin of a digital character around its skeleton by computing statistical fit to an input training exercise. In this input, the skeleton and the skin move together, by arbitrary external means, through a range of motion representative of what the character is expected to achieve in practice. Using least-squares fitting techniques, we compute the coefficients, or “weights,” of our new deformation equation. The result is that the equation, which is compact and efficient to evaluate, generalizes the motion represented in the input. Once the training process is complete, even characters with high levels of geometric detail can move at interactive frames rates.


    1. Lewis, J. P., Cordner, M., and Fong, N. 2000. Pose space deformation: A unified approach to shape interpolation and skeleton-driven deformation. In Proceedings of SIGGRAPH 2000, ACM Press / ACM SIGGRAPH, Computer Graphics Proceedings, Annual Conference Series, ACM, 165–172.
    2. Sloan, P., Rose, C., and Cohen, M. 2001. Shape by example. In Proceedings of the 2001 Symposium on Interactive 3D Graphics, ACM Press / ACM SIGGRAPH, ACM.

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