Automatic rigging and animation of 3D characters
By Ilya Baran, Jovan Popovic. ACM Transactions on Graphics, 2007
822 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Vision and Pattern Recognition, Control and Systems Engineering
View Paper: https://www.semanticscholar.org/paper/5275207ccd82edfc0c0ccd1991d7a08f96d7b928
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
- Christian Theobalt
- Hao Li
- Mark Pauly
- Olga Sorkine-Hornung
- Juergen Gall
- Hans-Peter Seidel
- Michael J. Black
- Gerard Pons-Moll
In Computer Vision and Pattern Recognition
- Luc Van Gool
- Michael J. Black
- Jitendra Malik
- Dacheng Tao
- Andrew Zisserman
- Ming-Hsuan Yang
- Xiaogang Wang
- Trevor Darrell
In Control and Systems Engineering
- Christian Theobalt
- Michael J. Black
- Juergen Gall
- Hao Li
- Dimitrios Tzionas
- Olga Sorkine-Hornung
- Wojciech Matusik
- Daniel Vlasic
Citations in the corpus
- Point Cloud Skeletons via Laplacian Based Contraction (2010, neutral): “Existing works on curve skeleton extraction almost exclusively operate on complete surface models ([3], [4], [12], [16], [17]) and they can produce excellent results.”
- Scanning 3D Full Human Bodies Using Kinects (2012, background): “The skeleton and skin weights of the reconstructed body mesh can be automatically extracted [37].”
- Articulated mesh animation from multi-view silhouettes (2008, methodology): “We attached each mesh to its skeleton with linear blend skinning using weights generated with Pinocchio [Baran and Popović 2007].”
- Functional categorization of objects using real-time markerless motion capture (2011, methodology): “Finally, skinning weights wki are computed [3] that specify the influence of a bone k on a vertex Vi, i.”
- Human Shape and Pose Tracking Using Keyframes (2014, methodology): “The skeleton is rigged into the mesh using Pinocchio [2], which gives the associations between vertices v and joints j .”
- Garment modeling with a depth camera (2015, methodology): “The selected garment templates are deformed based on the methods in [Bouaziz and Pauly 2013; Brouet et al. 2012] and [Baran and Popović 2007; Choi and Ko 2000].”
- Motion capture using joint skeleton tracking and surface estimation (2009, methodology): “Thereafter, weights ρ i,k are automatically computed for each V i which describe the association of V i with each bone k [5].”
- 3D Skeletons: A State‐of‐the‐Art Report (2016, methodology): “A variant hereof uses the medial domain to fit a kinematic-skeleton template and also to transfer animations between different shapes [BP07].”
- Bounded biharmonic weights for real-time deformation (2014, positive): “implementation We discretize our constrained variational problem (2) using linear finite elements in order to solve it numerically with quadratic programming (we use the flattened mixed finite element method (FEM) formulation for fourth-order problems, as discussed in Jacobson et al.”
- Efficient elasticity for character skinning with contact and collisions (2011, background): “Recently, authors have also considered automatic means of fitting skeletons and binding their movement to deformation as in [Baran and Popovi´c 2007].”
- Example-based facial rigging (2010, methodology): “While in a traditional setting a precise pose needs to be provided for every blendshape, we only require a reduced set of example poses with a rough initial guess on the blending weights.”
- Capturing Hands in Action Using Discriminative Salient Points and Physics Simulation (2015, methodology): “The skinning weights are computed using (Baran and Popović 2007).”
- Practical motion capture in everyday surroundings (2007, methodology): “The results are processed at a rate of 10 frames per second and visualized without any post-processing using an automatically skinned mesh [Baran and Popović 2007].”