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dc.contributor.authorChen, Cheng-Haoen_US
dc.contributor.authorTsai, Ming-Hanen_US
dc.contributor.authorLin, I-Chenen_US
dc.contributor.authorLu, Pin-Huaen_US
dc.date.accessioned2014-12-08T15:30:23Z-
dc.date.available2014-12-08T15:30:23Z-
dc.date.issued2013-04-01en_US
dc.identifier.issn0178-2789en_US
dc.identifier.urihttp://dx.doi.org/10.1007/s00371-012-0759-zen_US
dc.identifier.urihttp://hdl.handle.net/11536/21729-
dc.description.abstractIn this paper, an efficient deformation framework is presented for skeleton-driven polygonal characters. Standard solutions, such as linear blend skinning, focus on primary deformations and require intensive user adjustment. We propose constructing a lattice of cubic cells embracing the input surface mesh. Based on the lattice, our system automatically propagates smooth skinning weights from bones to drive the surface primary deformation, and it rectifies the over-compressed regions by volume preservation. The secondary deformation is, in the meanwhile, generated by the lattice shape matching with dynamic particles. The proposed framework can generate both low- and high-frequency surface motions such as muscle deformation and vibrations with few user interventions. Our results demonstrate that the proposed lattice-based method is liable to GPU computation, and it is adequate to real-time character animation.en_US
dc.language.isoen_USen_US
dc.subjectLattice-based shapeen_US
dc.subjectCharacter skinningen_US
dc.subjectSecondary deformationen_US
dc.subjectSkeleton-driven animationen_US
dc.titleSkeleton-driven surface deformation through lattices for real-time character animationen_US
dc.typeArticleen_US
dc.identifier.doi10.1007/s00371-012-0759-zen_US
dc.identifier.journalVISUAL COMPUTERen_US
dc.citation.volume29en_US
dc.citation.issue4en_US
dc.citation.spage241en_US
dc.citation.epage251en_US
dc.contributor.department資訊工程學系zh_TW
dc.contributor.departmentDepartment of Computer Scienceen_US
dc.identifier.wosnumberWOS:000316784200002-
dc.citation.woscount1-
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