Shape modeling for animated characters using ordinary differential equations
Tài liệu tham khảo
Wang XC, Phillips C. Multi-weight enveloping: least-squares approximation techniques for skin animation. In: Proceedings of the 2002 ACM SIGGRAPH/eurographics symposium on computer animation, ACM; 2002. p. 129–138.
Capell S, Burkhart M, Curless B, Duchamp T, Popović Z. Physically based rigging for deformable characters. In: Proceedings of the 2005 ACM SIGGRAPH/eurographics symposium on computer animation, ACM; 2005. p. 301–310.
Allen B, Curless B, Popović Z. Articulated body deformation from range scan data. In: Proceedings of SIGGRAPH'02; 2002. p. 612–619.
Shin, 2004, On extracting the wire curves from multiple face models for facial animation, Comput Graph, 28, 757, 10.1016/j.cag.2004.06.013
Chaudhry E, You LH, Zhang JJ. Character skin deformation: a survey. In: Proceedings of seventh international conference on computer graphics, imaging and visualization. IEEE Press; 2010. p. 41–48.
Thalmann NM, Laperriére R, Thalmann D. Joint-dependent local deformations for hand animation and object grasping. In: Proceedings on graphics interface'88. Canadian Information Processing Society; 1988. p. 26–33.
Lander, 1998, Skin them bones, Game Dev Mag, 11
Lander, 1999, Over my dead, polygonal body, Game Dev Mag, 11
Weber J, Run-time skin deformation. In: Proceedings of game developers conference; 2000.
Mohr, 2003, Building efficient, accurate character skins from examples, ACM Trans Graph (SIGGRAPH'03), 22, 562, 10.1145/882262.882308
Kavan L, Žára J. Spherical blend skinning: a real-time deformation of articulated models. In: Proceedings of the 2005 symposium on interactive 3D graphics and games, ACM; 2005. p. 9–16.
Yang, 2006, Curve skeleton skinning for human and creature characters, Comput Anim Virt Worlds, 17, 281, 10.1002/cav.132
Kavan, 2008, Geometric skinning with approximate dual quaternion blending, ACM Trans Graph, 27, 105:1, 10.1145/1409625.1409627
Scheepers F, Parent RE, Carlson WE, May SF. Anatomy-based modeling of the human musculature. In: Proceedings of SIGGRAPH'97; 1997. p. 163–172.
Wilhelms J, Van Gelder A. Anatomically based modeling. In: Proceedings of SIGGRAPH'97; 1997. p. 173–180.
Yang, 2006, Automatic muscle generation for character skin deformation, Comput Anim Virt Worlds, 17, 293, 10.1002/cav.133
Shen J, Thalmann NM, Thalmann D. Human skin deformation from cross sections. In: Proceedings of computer graphics international; 1994. p. 9–4.
Hyun, 2005, Sweep-based human deformation, Visual Comput, 21, 542, 10.1007/s00371-005-0343-x
Yoon, 2006, Sweep-based freeform deformations, Comput Graph Forum, 25, 487, 10.1111/j.1467-8659.2006.00968.x
You, 2008, Dynamic skin deformation with characteristic curves, Comput Anim Virt Worlds, 19, 433, 10.1002/cav.235
You LH, Chaudhry E, You XY, Zhang JJ. Physics and example based skin deformations for character animation. In: Proceedings of 11th IEEE international conference on computer-aided design and computer graphics, IEEE; 2009. p. 62–67.
Lewis JP, Cordner M, Fong N. Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation. In: Proceedings of SIGGRAPH'00; 2000. p. 165–172.
Rhee, 2006, Real-time weighted pose-space deformation on the GPU, Comput Graph Forum, 25, 439, 10.1111/j.1467-8659.2006.00963.x
Kurihara T, Miyata N. Modeling deformable human hands from medical images. In: Proceedings of the 2004 ACM SIGGRAPH/eurographics symposium on computer animation. Eurographics Association; 2004. p. 355–363.
Le, 2012, Smooth skinning decomposition with rigid bones, ACM Trans Graph (SIGGRAPH Asia'12), 31, 199:1
Weber, 2007, Context-aware skeletal shape deformation, Comput Graph Forum, 26, 265, 10.1111/j.1467-8659.2007.01048.x
Wilhelms J, Gelder AV. Anatomically based modeling. In: Proceedings of SIGGRAPH'97; 1997. p. 173–180.
Nedel L, Thalmann D. Modeling and deformation of the human body using an anatomically-based approach. In: Proceedings of the computer animation. IEEE Computer Society; 1998. p. 34–40.
Nedel, 2000, Anatomic modelling of deformable human bodies, Visual Comput, 16, 306, 10.1007/PL00007212
Aubel A, Thalmann D. Interactive modeling of the human musculature. In: Proceedings of fourteenth conference on computer animation; 2001. p. 167–255.
Simmons M, Wilhelms J, Van Gelder A. Model-based reconstruction for creature animation. In: Proceedings of fourteenth conference on computer animation. IEEE; 2001. p. 167–255.
Guo, 2005, Skinning with deformable chunks, Comput Graph Forum (EUROGRAPHICS'05), 24, 373, 10.1111/j.1467-8659.2005.00862.x
Venkataraman, 2005, A kinematic-variational model for animating skin with wrinkles, Comput Graph, 29, 756, 10.1016/j.cag.2005.08.024
Kavan, 2012, Elasticity-inspired deformers for character articulation, ACM Trans Graph (SIGGRAPH Asia'12), 31, 196:1