DocumentCode
3031242
Title
Automatic skeleton generation and character skinning
Author
Cheng, Wang ; Cheng, Ren ; Xiaoyong, Lei ; Shuling, Dai
Author_Institution
State Key Lab. of Virtual Reality & Syst., Beihang Univ., Beijing, China
fYear
2011
fDate
19-20 March 2011
Firstpage
299
Lastpage
304
Abstract
An articulated character skinning usually requires manual skeleton embedding and vertex weight painting. We propose a fast and automatic method for skeleton generation and character skinning. First, we segment the given character mesh by the sequential steps of NCV(normal characteristic value) computation, segment points refinement, and principal component analysis of segment clusters. Then, two types of joints and a skeleton are generated based on the mesh segmentation result. Furthermore, we compute weights of vertices influenced by skeleton automatically and then skinning the character mesh by skeleton driven and muscle pushing algorithm. Experimental results show that our method achieves both high visual quality and fast speed. It could be used in character animation and VR real time applications.
Keywords
computer animation; mesh generation; pattern clustering; principal component analysis; NCV computation; articulated character skinning; automatic skeleton generation; mesh segmentation; muscle pushing algorithm; normal characteristic value; principal component analysis; segment points refinement; segmented cluster; skeleton embedding; vertex weight painting; Bones; Joints; Muscles; Principal component analysis; Skin; Surface morphology; Character Animation; Character Skinning; Segmentation; Skeleton Generation; Virtual Reality;
fLanguage
English
Publisher
ieee
Conference_Titel
VR Innovation (ISVRI), 2011 IEEE International Symposium on
Conference_Location
Singapore
Print_ISBN
978-1-4577-0055-2
Electronic_ISBN
978-1-4577-0054-5
Type
conf
DOI
10.1109/ISVRI.2011.5759655
Filename
5759655
Link To Document