TY - GEN
T1 - Interactive skeleton extraction using geodesic distance
AU - Oda, Takuya
AU - Nomura, Katsuhiro
AU - Itoh, Yuichi
AU - Kitamura, Yoshifumi
AU - Nakai, Wataru
AU - Kishino, Fumio
N1 - Funding Information:
The authors wish to acknowledge the support from Solid State Physics Lab, DRDO, Delhi.
PY - 2006
Y1 - 2006
N2 - This paper proposes a method of extracting skeleton interactively for 3D character animation. A skeleton is automatically and interactively generated from the object data of 3D models in a process that consists of five steps: 1) transformation into a low polygon model from the original model composed of a large number of polygons; 2) calculation of the sum of the geodesic distance from specific points to all vertices on the 3D model; 3) subdivision of the 3D model using the sum of geodesic distances; 4) generation of skeleton joints (skeleton nodes) on each boundary surface between those subdivision areas; and 5) connection of all skeleton nodes. We also propose a method for flexible skeleton generation using boundary shapes and the sum of geodesic distances. After generating the skeleton, various animations can be created by interpolating key poses created from user manipulation of skeleton joints. Since skeletons can be generated with this method where specified by users, users are expected to create interactively flexible animations of 3D models.
AB - This paper proposes a method of extracting skeleton interactively for 3D character animation. A skeleton is automatically and interactively generated from the object data of 3D models in a process that consists of five steps: 1) transformation into a low polygon model from the original model composed of a large number of polygons; 2) calculation of the sum of the geodesic distance from specific points to all vertices on the 3D model; 3) subdivision of the 3D model using the sum of geodesic distances; 4) generation of skeleton joints (skeleton nodes) on each boundary surface between those subdivision areas; and 5) connection of all skeleton nodes. We also propose a method for flexible skeleton generation using boundary shapes and the sum of geodesic distances. After generating the skeleton, various animations can be created by interpolating key poses created from user manipulation of skeleton joints. Since skeletons can be generated with this method where specified by users, users are expected to create interactively flexible animations of 3D models.
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U2 - 10.1109/ICAT.2006.76
DO - 10.1109/ICAT.2006.76
M3 - Conference contribution
AN - SCOPUS:46449105129
SN - 076952754X
SN - 9780769527543
T3 - Proceedings - 16th International Conference on Artificial Reality and Telexistence - Workshops, ICAT 2006
SP - 275
EP - 281
BT - Proceedings - 16th International Conference on Artificial Reality and Telexistence - Workshops, ICAT 2006
T2 - 16th International Conference on Artificial Reality and Telexistence - Workshops, ICAT 2006
Y2 - 29 November 2006 through 1 December 2006
ER -