Animation Setup Transfer for 3D Characters

dc.contributor.authorAvril, Quentinen_US
dc.contributor.authorGhafourzadeh, Donyaen_US
dc.contributor.authorRamachandran, Srinivasanen_US
dc.contributor.authorFallahdoust, Sahelen_US
dc.contributor.authorRibet, Sarahen_US
dc.contributor.authorDionne, Olivieren_US
dc.contributor.authorLasa, Martin deen_US
dc.contributor.authorPaquette, Ericen_US
dc.contributor.editorJoaquim Jorge and Ming Linen_US
dc.date.accessioned2016-04-26T08:37:26Z
dc.date.available2016-04-26T08:37:26Z
dc.date.issued2016en_US
dc.description.abstractWe present a general method for transferring skeletons and skinning weights between characters with distinct mesh topologies. Our pipeline takes as inputs a source character rig (consisting of a mesh, a transformation hierarchy of joints, and skinning weights) and a target character mesh. From these inputs, we compute joint locations and orientations that embed the source skeleton in the target mesh, as well as skinning weights to bind the target geometry to the new skeleton. Our method consists of two key steps. We first compute the geometric correspondence between source and target meshes using a semi-automatic method relying on a set of markers. The resulting geometric correspondence is then used to formulate attribute transfer as an energy minimization and filtering problem. We demonstrate our approach on a variety of source and target bipedal characters, varying in mesh topology and morphology. Several examples demonstrate that the target characters behave well when animated with either forward or inverse kinematics. Via these examples, we show that our method preserves subtle artistic variations; spatial relationships between geometry and joints, as well as skinning weight details, are accurately maintained. Our proposed pipeline opens up many exciting possibilities to quickly animate novel characters by reusing existing production assets.en_US
dc.description.number2en_US
dc.description.sectionheadersCharacter Animationen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume35en_US
dc.identifier.doi10.1111/cgf.12816en_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages115-126en_US
dc.identifier.urihttps://doi.org/10.1111/cgf.12816en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputer Graphics [I.3.7]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectAnimationen_US
dc.titleAnimation Setup Transfer for 3D Charactersen_US
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