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Sketching-Based Skeleton Generation

Zheng, Qingzheng; Li, Frederick Li; Lau, Rynson

Authors

Qingzheng Zheng

Rynson Lau



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.

Citation

Zheng, Q., Li, F. L., & Lau, R. (2010). Sketching-Based Skeleton Generation. In 2010 3rd IEEE International Conference on Ubi-Media Computing (U-Media 2010), 5-6 July 2010, Jinhua, China (179-186). https://doi.org/10.1109/umedia.2010.5544472

Conference Name 2010 3rd IEEE International Conference on Ubi-Media Computing (U-Media 2010)
Conference Location Jinhua, China
Online Publication Date Aug 9, 2010
Publication Date 2010
Deposit Date Aug 31, 2010
Publisher Institute of Electrical and Electronics Engineers
Pages 179-186
Book Title 2010 3rd IEEE International Conference on Ubi-Media Computing (U-Media 2010), 5-6 July 2010, Jinhua, China.
DOI https://doi.org/10.1109/umedia.2010.5544472
Keywords skeleton generation, segmentation