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State of the art in skinning techniques for articulated deformable characters

Nadine Abu Rumman ; Marco Fratarcangeli (Institutionen för tillämpad informationsteknologi, Interaktionsdesign (Chalmers))
11th International Conference on Computer Graphics Theory and Application, GRAPP 2016; Part of the 11th Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2016; Rome; Italy; 27 February 2016 through 29 February 2016 p. 200-212. (2016)
[Konferensbidrag, refereegranskat]

Skinning is an indispensable component of the content creation pipeline for character animation in the context of feature films, video games, and in the special effects industry. Skinning techniques define the deformation of the character skin for every animation frame according to the current state of skeletal joints. In this state of the art report, we focus on the existing research in the areas of skeleton-based deformation, volume preserving techniques and physically based skinning methods. We also summarize the recent research in deformable and soft bodies simulations for articulated characters, and discuss various geometric and examples-based approaches.

Nyckelord: Character Animation; Physics-Based Animation; Skeleton-Based Animation; Skinning



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Denna post skapades 2016-07-12. Senast ändrad 2016-09-09.
CPL Pubid: 239289