“Skinning: Real-time Shape Deformation” Chaired by – ACM SIGGRAPH HISTORY ARCHIVES

“Skinning: Real-time Shape Deformation” Chaired by

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Conference:


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Title:

    Skinning: Real-time Shape Deformation

Presenter(s)/Author(s):



Abstract:


    Real-time deformation brings 3D characters to life. Methods developed in recent years abound throughout computer games, film production, medical simulations and augmented reality systems. This course examines the motivation and methodology behind the state-of-the-art deformation techniques. Traditionally, animators articulate a 3D character by propagating the deformations of an internal skeleton made of rigid bones to the “skin” of the character. The character’s geometry might be arbitrary complex but so long as the number of bones is small “skinning” a character is fast. Many linear and non-linear techniques were introduced to blend contributions of individual bones using either the rest-pose alone or a database of example shapes. The blending weights used to be painted manually but several automatic techniques are now available. This course summarizes these recent developments including the application of skinning to arbitrary animations. The course is organized into two parts. We first review the traditional skinning pipeline, discussing a variety of linear and non-linear transformation blending methods. Next we show how manual skeleton construction and hand-painting can be avoided with automatic methods. We categorize desired qualities and demonstrate how each may be modeled as a continuous energy or constraint resulting in a optimization discretized using finite-element method and solved efficiently with modern sparse quadratic programming solvers. Lastly, we direct audience members to our course page http://skinning.org for more detailed information and additional lectures on example-based skinning and skinning for mesh animation decomposition.


Additional Information:


    Level

    Prerequisites
    N/A

    Intended Audience
    The intended audience of this course are computer graphics practitioners and researchers, from technical directors to programmers or students.


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