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Lattice-Based Skinning and Deformation for Real-Time Skeleton-Driven Animation
2011
2011 12th International Conference on Computer-Aided Design and Computer Graphics
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 both
doi:10.1109/cad/graphics.2011.41
dblp:conf/cadgraphics/ChenLTL11
fatcat:xeuyj2e7vfhqhbol4m2jo7byde