DocumentCode :
3480435
Title :
Sketching-Based Skeleton Generation
Author :
Zheng, Qingzheng ; Li, Frederick W B ; Lau, Rynson W.H.
Author_Institution :
Sch. of Eng. & Comput. Sci., Durham Univ., Durham, UK
fYear :
2010
fDate :
5-6 July 2010
Firstpage :
179
Lastpage :
186
Abstract :
Articulated character animation can be performed by manually creating and rigging a skeleton into an unfolded 3D object. Such tasks are not trivial, as it requires a substantial amount of training and practices. Although methods have been proposed to help automatic extraction of skeleton structure, they may not guarantee that the resulting skeleton can help produce desired animations according to user intention. In this paper, we present a sketching-based skeleton generation method suitable for use in the mobile environment. This method takes user sketching as an input, and based on the mesh segmentation result of a 3D object, it estimates a skeleton for articulated character animation. Results show that our method can produce better skeletons in terms of joint positions and topological structure.
Keywords :
computer animation; mesh generation; mobile computing; solid modelling; user interfaces; articulated character animation; joint positions; mesh segmentation; mobile environment; skeleton structure extraction; sketching-based skeleton generation; topological structure; user sketching; Animation; Bones; Computer science; Data mining; Displays; Graphics; Joints; Mesh generation; Shape; Skeleton;
fLanguage :
English
Publisher :
ieee
Conference_Titel :
Ubi-media Computing (U-Media), 2010 3rd IEEE International Conference on
Conference_Location :
Jinhua
Print_ISBN :
978-1-4244-6708-2
Type :
conf
DOI :
10.1109/UMEDIA.2010.5544472
Filename :
5544472
Link To Document :
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