Identity statement area
Reference TypeConference Paper (Conference Proceedings)
Last Update2012:
Metadata Last Update2020: administrator
Citation KeyAguiarUkit:2012:ReMaMe
TitleRepresenting and Manipulating Mesh-based Character Animations
FormatDVD, On-line.
Access Date2021, Jan. 24
Number of Files1
Size4268 KiB
Context area
Author1 Aguiar, Edilson de
2 Ukita, Norimichi
Affiliation1 DECOM / CEUNES / UFES
2 Nara Institute of Science and Technology
EditorFreitas, Carla Maria Dal Sasso
Sarkar, Sudeep
Scopigno, Roberto
Silva, Luciano
Conference NameConference on Graphics, Patterns and Images, 25 (SIBGRAPI)
Conference LocationOuro Preto
DateAug. 22-25, 2012
Book TitleProceedings
PublisherIEEE Computer Society
Publisher CityLos Alamitos
Tertiary TypeFull Paper
History2012-09-20 16:45:34 :: -> administrator :: 2012
2020-02-19 02:18:27 :: administrator -> :: 2012
Content and structure area
Is the master or a copy?is the master
Content Stagecompleted
Content TypeExternal Contribution
KeywordsAnimation, Character animations, Mesh animations, Mesh Editing.
AbstractWe propose a new approach to represent and manipulate a mesh-based character animation preserving its time-varying details. Our method first decomposes the input mesh animation into coarse and fine deformation components. A model for the coarse deformations is constructed by an underlying kinematic skeleton structure and blending skinning weights. Thereafter, a non-linear probabilistic model is used to encode the fine time-varying details of the input animation. The user can manipulate the corresponding skeleton-based component of the input, which can be done by any standard animation package, and the final result is generated including its important timevarying details. By converting an input sample animation into our new hybrid representation, we are able to maintain the flexibility of mesh-based methods during animation creation while allowing for practical manipulations using the standard skeleton-based paradigm. We demonstrate the performance of our method by converting and editing several mesh animations generated by different performance capture approaches.
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