Shape by example
By Peter-Pike J. Sloan, Charles F. Rose, Michael F. Cohen. ACM Symposium on Interactive 3D Graphics and Games, 2001
347 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design, Control and Systems Engineering
View Paper: https://www.semanticscholar.org/paper/e9a071c2eb72dfcb8d86a3abb5fcc4dbf30d846c
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
- Thomas A. Funkhouser
- Leonidas J. Guibas
- Niloy J. Mitra
- Sebastian Thrun
- Daniel Cohen-Or
- P. Min
- Philip Shilane
- Jovan Popovic
In Computer Graphics and Computer-Aided Design
- Thomas A. Funkhouser
- Niloy J. Mitra
- Daniel Cohen-Or
- Andrew Selle
- Brian Curless
- Ayellet Tal
- Matthias Zwicker
- Ladislav Kavan
In Control and Systems Engineering
- Michael J. Black
- Jovan Popovic
- Michael Gleicher
- Ladislav Kavan
- Carol O'Sullivan
- Steven Collins
- Jiri Zara
- Alex Mohr
Citations in the corpus
- Efficient elasticity for character skinning with contact and collisions (2011, background): “Instead, such phenomena are typically created through a variety of example based approaches [Lewis et al. 2000; Sloan et al. 2001].”
- Mesh-based inverse kinematics (2005, background): “Hybrid approaches avoid the problems associated with linear interpolation in the special case that the nonlinearities can be expressed in terms of skeletal deformation [Lewis et al. 2000; Sloan et al. 2001].”
- Skinning with dual quaternions (2007, methodology): “Example based methods use either direct interpolation between example meshes [Lewis et al. 2000; Sloan et al. 2001], correction by principal components of example deformations [Kry et al. 2002] or fit the linear blending parameters to match the provided examples [Wang and Phillips 2002; Mohr and…”
- The space of human body shapes: reconstruction and parameterization from range scans (2003, methodology): “employing example-based methods developed by a number of researchers [Lewis et al. 2000; Sloan et al. 2001; Allen et al. 2002], could lead to more sophisticated and compelling animation transfer.”
- Modeling by example (2004, methodology): “Shape interpolation: Our work shares many ideas with “shape by example” [Sloan et al. 2001] and other blending systems whose goal is to create new geometric forms from existing ones (e.g., [Lazarus and Verroust 1998]).”
- SCAPE: shape completion and animation of people (2005, methodology): “A variety of related methods [Lewis et al. 2000; Sloan et al. 2001; Wang and Phillips 2002; Mohr and Gleicher 2003] differ only in the details of representing the point displacements, and in the particular interpolation method used.”
- Geometric modeling in shape space (2007, methodology): “2005] as well as example based methods [Sloan et al. 2001] can be found in the literature.”
- Building efficient, accurate character skins from examples (2003, methodology): “In EigenSkin [Kry et al. 2002], normals are treated as second skinning problem and are computed independently.”
- Creating Interactive Virtual Humans: Some Assembly Required (2002, positive): “Modeling and animating the local, muscle-based, deformation of body surfaces in real time is possible through shape morphing techniques, 35,36 but providing appropriate shape changes in response to external forces is a challenging problem.”