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@InProceedings{AguiarUkit:2012:ReMaMe,
               author = "Aguiar, Edilson de and Ukita, Norimichi",
          affiliation = "{DECOM / CEUNES / UFES } and {Nara Institute of Science and 
                         Technology}",
                title = "Representing and Manipulating Mesh-based Character Animations",
            booktitle = "Proceedings...",
                 year = "2012",
               editor = "Freitas, Carla Maria Dal Sasso and Sarkar, Sudeep and Scopigno, 
                         Roberto and Silva, Luciano",
         organization = "Conference on Graphics, Patterns and Images, 25. (SIBGRAPI)",
            publisher = "IEEE Computer Society",
              address = "Los Alamitos",
             keywords = "Animation, Character animations, Mesh animations, Mesh Editing.",
             abstract = "We 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.",
  conference-location = "Ouro Preto, MG, Brazil",
      conference-year = "22-25 Aug. 2012",
                  doi = "10.1109/SIBGRAPI.2012.35",
                  url = "http://dx.doi.org/10.1109/SIBGRAPI.2012.35",
             language = "en",
                  ibi = "8JMKD3MGPBW34M/3C9A4SS",
                  url = "http://urlib.net/ibi/8JMKD3MGPBW34M/3C9A4SS",
           targetfile = "finalSig12.pdf",
        urlaccessdate = "2024, Apr. 29"
}


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