Qingzheng Zheng
Sketching-Based Skeleton Generation
Zheng, Qingzheng; Li, Frederick Li; Lau, Rynson
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
Presentation Conference Type | Conference Paper (Published) |
---|---|
Conference Name | 2010 3rd IEEE International Conference on Ubi-Media Computing (U-Media 2010) |
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 |
Public URL | https://durham-repository.worktribe.com/output/1158835 |
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