• 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