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Atlas-Based Character Skinning with Automatic Mesh Decomposition

Lin Lu 1 Franck Hétroy 2 Cédric Gérot 3 Boris Thibert 4
2 EVASION - Virtual environments for animation and image synthesis of natural objects
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, Grenoble INP - Institut polytechnique de Grenoble - Grenoble Institute of Technology
3 GIPSA-GPIG - GIPSA - Géométrie, Perception, Images, Geste
GIPSA-DIS - Département Images et Signal
Abstract : Skinning is the most tedious part in the character animation process. Using standard methods, joint weights must be attached to each vertex of the character's mesh, which is often time-consuming if an accurate animation is required. We propose a new modeling of the skinning process, inspired by the notion of atlas of charts. Starting from the character's animation skeleton, we first automatically decompose the mesh into anatomically meaningful overlapping regions. Regions are then blended in their overlapping parts using continuous transition functions. This leads to a simple yet efficient skinning process for which the weights are automatically defined and do not depend on the Euclidean distance but on the distance on the surface.
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Contributor : Franck Hétroy-Wheeler <>
Submitted on : Monday, January 18, 2010 - 4:04:31 PM
Last modification on : Tuesday, February 9, 2021 - 3:28:03 PM
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  • HAL Id : inria-00202597, version 4


Lin Lu, Franck Hétroy, Cédric Gérot, Boris Thibert. Atlas-Based Character Skinning with Automatic Mesh Decomposition. [Research Report] RR-6406 - Département Images et Signal, -; INRIA. 2008, pp.21. ⟨inria-00202597v4⟩



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