DocumentCode
3480435
Title
Sketching-Based Skeleton Generation
Author
Zheng, Qingzheng ; Li, Frederick W B ; Lau, Rynson W.H.
Author_Institution
Sch. of Eng. & Comput. Sci., Durham Univ., Durham, UK
fYear
2010
fDate
5-6 July 2010
Firstpage
179
Lastpage
186
Abstract
Articulated character animation can be performed by manually creating and rigging a skeleton into an unfolded 3D object. Such tasks are not trivial, as it requires a substantial amount of training and practices. Although methods have been proposed to help automatic extraction of skeleton structure, they may not guarantee that the resulting skeleton can help produce desired animations according to user intention. In this paper, we present a sketching-based skeleton generation method suitable for use in the mobile environment. This method takes user sketching as an input, and based on the mesh segmentation result of a 3D object, it estimates a skeleton for articulated character animation. Results show that our method can produce better skeletons in terms of joint positions and topological structure.
Keywords
computer animation; mesh generation; mobile computing; solid modelling; user interfaces; articulated character animation; joint positions; mesh segmentation; mobile environment; skeleton structure extraction; sketching-based skeleton generation; topological structure; user sketching; Animation; Bones; Computer science; Data mining; Displays; Graphics; Joints; Mesh generation; Shape; Skeleton;
fLanguage
English
Publisher
ieee
Conference_Titel
Ubi-media Computing (U-Media), 2010 3rd IEEE International Conference on
Conference_Location
Jinhua
Print_ISBN
978-1-4244-6708-2
Type
conf
DOI
10.1109/UMEDIA.2010.5544472
Filename
5544472
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