Paper4: Fast and Efficient Skinning of Animated Meshes

by csv on January 23, 2011

in Assignment 1

1. Sentence: ( From the abstract )
We present an algorithm based on iterative coordinate descent
optimization which handles arbitrary animations and produces
more accurate approximations than previous techniques, while
using only standard linear skinning without any modifications
or extensions.

2. Problem:
Existing algorithms for skinned meshes, construct skinning automatically from a vertex animation. These algorithms perform well only for a certain class of input sequences and often require long pre-processing time.

3. Key Idea:

Accurate skinning decomposition is obtained using alternating least
squares i.e. a variant of coordinate descent method. In contrast to
previous work, it optimizes all the skinning parameters i.e. bone
transformation, vertex weight and rest pose positions using approximate dense dimensionality reduction approach.

4. What this paper lets us do:
Highly deformable animation can be skinned without any corrective
techniques or excessive pre-processing.

5. Additional resources:

You tube video;

and
http://graphics.cs.cmu.edu/projects/sma/textData/
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