“Interactive skeleton extraction for 3D animation using geodesic distances”

  • ©Takuya Oda, Yuichi Itoh, Wataru Nakai, Katsuhiro Nomura, Yoshifumi Kitamura, and Fumio Kishino

  • ©Takuya Oda, Yuichi Itoh, Wataru Nakai, Katsuhiro Nomura, Yoshifumi Kitamura, and Fumio Kishino

Conference:


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Title:

    Interactive skeleton extraction for 3D animation using geodesic distances

Presenter(s)/Author(s):



Abstract:


    Skeletons of 3D models are important components for creat- ing 3D animations. Ordinary 3D computer graphics software  are used frequently for the skeleton extraction, however, they are complicated for beginners because they contain lots of functions. Therefore, we propose firstly a method which realizes a fully automatic skeleton extraction from object data of the 3D models, and then we propose a method which allows users to extract skeleton flexibly by using a boundary shape.  

References:


    1. Hilaga, M., Shinagawa, Y., Komura, T., and T. Kunii. 2001. Topology matching for fully automatic similarity estimation of 3d shapes. In Proceedings of SIGGRAPH 2001, 203–212.
    2. Katz, S., and Tal, A. 2003. Hierarchical mesh decomposition using fuzzy clustering and cuts. ACM Transactions on Graphics 22, 3, 954–961.
    3. W. Ma, F. W., and Ouhyoung, M. 2003. Skeleton extraction of 3d objects with radial basis functions. In Proc. of the Shape Modeling International, 207–215.


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©Takuya Oda, Yuichi Itoh, Wataru Nakai, Katsuhiro Nomura, Yoshifumi Kitamura, and Fumio Kishino

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