GPU rigid skinning based on a refined skeletonization method
dc.contributor.author | Vasilakis, A. A. | en |
dc.contributor.author | Fudos, I. | en |
dc.date.accessioned | 2015-11-24T17:02:38Z | |
dc.date.available | 2015-11-24T17:02:38Z | |
dc.identifier.issn | 1546-4261 | - |
dc.identifier.uri | https://olympias.lib.uoi.gr/jspui/handle/123456789/11080 | |
dc.rights | Default Licence | - |
dc.subject | skeleton extraction | en |
dc.subject | rigid skinning | en |
dc.subject | character animation | en |
dc.subject | re-meshing | en |
dc.subject | gpu implementation | en |
dc.subject | real time | en |
dc.subject | animation | en |
dc.subject | algorithm | en |
dc.subject | space | en |
dc.title | GPU rigid skinning based on a refined skeletonization method | en |
heal.abstract | In this paper, we present a skeletal rigid skinning approach. First, we describe a skeleton extraction technique that produces refined skeletons appropriate for animation from decomposed character models. Then, to avoid the artifacts generated in previous skinning approaches and the associated high training costs, we develop an efficient and robust rigid skinning technique that applies blending patches around joints. To achieve real time animation, we have adapted all steps of our rigid skinning algorithm so that they are performed efficiently on the GPU. Finally, we present an evaluation of our methods against four criteria: efficiency, quality, scope, and robustness. Copyright (C) 2010 John Wiley & Sons, Ltd. | en |
heal.access | campus | - |
heal.fullTextAvailability | TRUE | - |
heal.identifier.primary | Doi 10.1002/Cav.382 | - |
heal.journalName | Computer Animation and Virtual Worlds | en |
heal.journalType | peer reviewed | - |
heal.language | en | - |
heal.publicationDate | 2011 | - |
heal.recordProvider | Πανεπιστήμιο Ιωαννίνων. Σχολή Θετικών Επιστημών. Τμήμα Μηχανικών Ηλεκτρονικών Υπολογιστών και Πληροφορικής | el |
heal.type | journalArticle | - |
heal.type.el | Άρθρο Περιοδικού | el |
heal.type.en | Journal article | en |
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