• DocumentCode
    2171841
  • Title

    Automatic animation skeleton using repulsive force field

  • Author

    Liu, Pin-Chou ; Wu, Fu-Che ; Ma, Wan-Chun ; Liang, Rung-Huei ; Ouhyoung, Ming

  • Author_Institution
    Dept. of Comput. Sci. & Inf. Eng., National Taiwan Univ., Taipei, Taiwan
  • fYear
    2003
  • fDate
    8-10 Oct. 2003
  • Firstpage
    409
  • Lastpage
    413
  • Abstract
    A method is proposed in this paper to automatically generate the animation skeleton of a model such that the model can be manipulated according to the skeleton. With our method, users can construct the skeleton in a short time, and bring a static model both dynamic and alive. The primary steps of our method are finding skeleton joints, connecting the joints to form an animation skeleton, and binding skin vertices to the skeleton. Initially, a repulsive force field is constructed inside a given model, and a set of points with local minimal force magnitude are found based on the force field. Then, a modified thinning algorithm is applied to generate an initial skeleton, which is further refined to become the final result. When the skeleton construction completes, skin vertices are anchored to the skeleton joints according to the distances between the vertices and joints. In order to build the repulsive force field, hundreds of rays are shot radially from positions inside the model, and it leads to that the force field computation takes most of the execution time. Therefore, an octree structure is used to accelerate this process. Currently, the skeleton generated from a typical 3D model with 1000 to 10000 polygons takes less than 2 minutes on a Intel Pentium 4 2.4 GHz PC.
  • Keywords
    computer animation; image morphing; realistic images; visual programming; 3D model; animation skeleton; animation skeleton construction; automatic animation skeleton; computer animation; computer graphics; force field computation; minimal force magnitude; repulsive force field; skeleton construction; static model; thinning algorithm; Animation; Computer graphics; Computer science; Joining processes; Joints; Laboratories; Multimedia communication; Packaging; Skeleton; Skin;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Graphics and Applications, 2003. Proceedings. 11th Pacific Conference on
  • Print_ISBN
    0-7695-2028-6
  • Type

    conf

  • DOI
    10.1109/PCCGA.2003.1238285
  • Filename
    1238285