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Automatic skeleton generation and character skinning

  • Beihang University

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

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.

Original languageEnglish
Title of host publicationISVRI 2011 - IEEE International Symposium on Virtual Reality Innovations 2011, Proceedings
Pages299-304
Number of pages6
DOIs
StatePublished - 2011
EventIEEE International Symposium on Virtual Reality Innovations 2011, ISVRI 2011 - Singapore, Singapore
Duration: 19 Mar 201120 Mar 2011

Publication series

NameISVRI 2011 - IEEE International Symposium on Virtual Reality Innovations 2011, Proceedings

Conference

ConferenceIEEE International Symposium on Virtual Reality Innovations 2011, ISVRI 2011
Country/TerritorySingapore
CitySingapore
Period19/03/1120/03/11

Keywords

  • Character Animation
  • Character Skinning
  • Segmentation
  • Skeleton Generation
  • Virtual Reality

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