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Proceedings ArticleDOI

EigenSkin: real time large deformation character skinning in hardware

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TLDR
A technique which allows subtle nonlinear quasi-static deformations of articulated characters to be compactly approximated by data-dependent eigenbases which are optimized for real time rendering on commodity graphics hardware is presented.
Abstract
We present a technique which allows subtle nonlinear quasi-static deformations of articulated characters to be compactly approximated by data-dependent eigenbases which are optimized for real time rendering on commodity graphics hardware. The method extends the common Skeletal-Subspace Deformation (SSD) technique to provide efficient approximations of the complex deformation behaviours exhibited in simulated, measured, and artist-drawn characters. Instead of storing displacements for key poses (which may be numerous), we precompute principal components of the deformation influences for individual kinematic joints, and so construct error-optimal eigenbases describing each joint's deformation subspace. Pose-dependent deformations are then expressed in terms of these reduced eigenbases, allowing precomputed coefficients of the eigenbasis to be interpolated at run time. Vertex program hardware can then efficiently render nonlinear skin deformations using a small number of eigendisplacements stored in graphics hardware. We refer to the final resulting character skinning construct as the model's EigenSkin. Animation results are presented for a very large nonlinear finite element model of a human hand rendered in real time at minimal cost to the main CPU.

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Citations
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SMPL: a skinned multi-person linear model

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A morphable model for the synthesis of 3D faces

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Automatic rigging and animation of 3D characters

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Physically Based Deformable Models in Computer Graphics

TL;DR: This paper presents the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass‐spring systems, mesh‐free methods, coupled particle systems and reduced deformable models‐based on modal analysis.
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Physically Based Deformable Models in Computer Graphics.

TL;DR: In this article, the most significant contributions of the past decade, which produce such impressive and perceivably realistic animations and simulations: finite element/difference/volume methods, mass-spring systems, mesh free methods, coupled particle systems and reduced deformable models based on modal analysis.
References
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TL;DR: In this article, the authors present a graphical representation of data using Principal Component Analysis (PCA) for time series and other non-independent data, as well as a generalization and adaptation of principal component analysis.
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TL;DR: Independent component analysis as mentioned in this paper is a statistical generative model based on sparse coding, which is basically a proper probabilistic formulation of the ideas underpinning sparse coding and can be interpreted as providing a Bayesian prior.
Journal ArticleDOI

Principal warps: thin-plate splines and the decomposition of deformations

TL;DR: The decomposition of deformations by principal warps is demonstrated and the method is extended to deal with curving edges between landmarks to aid the extraction of features for analysis, comparison, and diagnosis of biological and medical images.
Proceedings ArticleDOI

A morphable model for the synthesis of 3D faces

TL;DR: A new technique for modeling textured 3D faces by transforming the shape and texture of the examples into a vector space representation, which regulates the naturalness of modeled faces avoiding faces with an “unlikely” appearance.