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Figure 1 . Skeleton-driven animation with primary and secondary deformation. Left: the rendered character surface; right: the lattice structure (cells) for efficient deformation computation. Abstract-In this paper, we present an efficient framework to deform polygonal models for skeleton-driven animation. Standard solutions of skeleton-driven animation, such as linear blend skinning, require intensive artist intervention and focus on primary deformations. The proposed approach can generate bothdoi:10.1109/cad/graphics.2011.41 dblp:conf/cadgraphics/ChenLTL11 fatcat:xeuyj2e7vfhqhbol4m2jo7byde