Real-time C2-Weighting Based Character Skinning Powered by GPU

Chuhua Xian, Junxian Huang, Shuo Jin, Guoliang Luo, Charlie Wang

Research output: Chapter in Book/Conference proceedings/Edited volumeConference contributionScientificpeer-review

Abstract

Handle driven character skinning is widely favored in animation applications due to its advantages of intuitiveness, effectiveness and simplicity. A research thread to realize this is to compute a proper weighting distribution on points associated with specified handles like points, bars or skeleton, which is critical to the quality of manipulation and can be utilized to produce animation by controlling
user handles. In this work, we introduce a new skinning method that is compatible with different model representations, with a key idea of evaluating the local influence of each handle by decomposing the shape domain into small
overlapped regions. Thanks to its well-designed formulation, the computation of weights and update of models can be conducted in par-allel on GPU, leading to high efficiency and good visual quality supported by the provided experimental and statistical results in this paper.
Original languageEnglish
Title of host publicationProceedings of the 30th International Conference on Computer Animation and Social Agents
PublisherKAIST
Pages11-14
Number of pages4
ISBN (Print)978-89-89453-82-6
Publication statusPublished - 2017
EventCASA 17 : The 30th International Conference on Computer Animation and Social Agents - Seoul, Korea, Republic of
Duration: 22 May 201724 May 2017

Conference

ConferenceCASA 17
CountryKorea, Republic of
CitySeoul
Period22/05/1724/05/17

Keywords

  • real-time skinning
  • linear blending
  • region decomposition
  • GPU

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