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		<citationkey>CunoEspeOlivCava:2007:ShRiPo</citationkey>
		<title>Shape-aware as rigid as possible deformation</title>
		<format>On-line</format>
		<year>2007</year>
		<numberoffiles>1</numberoffiles>
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		<author>Cuno, Alvaro,</author>
		<author>Esperança, Claudio,</author>
		<author>Oliveira, Antonio,</author>
		<author>Cavalcanti, Paulo Roma,</author>
		<affiliation>UFRJ - COPPE</affiliation>
		<affiliation>UFRJ - COPPE</affiliation>
		<affiliation>UFRJ - COPPE</affiliation>
		<affiliation>UFRJ - COPPE</affiliation>
		<editor>Gonçalves, Luiz,</editor>
		<editor>Wu, Shin Ting,</editor>
		<conferencename>Brazilian Symposium on Computer Graphics and Image Processing, 20 (SIBGRAPI)</conferencename>
		<conferencelocation>Belo Horizonte, MG, Brazil</conferencelocation>
		<date>7-10 Oct. 2007</date>
		<publisher>Sociedade Brasileira de Computação</publisher>
		<publisheraddress>Porto Alegre</publisheraddress>
		<booktitle>Proceedings</booktitle>
		<tertiarytype>Technical Poster</tertiarytype>
		<transferableflag>1</transferableflag>
		<keywords>Interactive Mesh Deformation, Moving Least Squares.</keywords>
		<abstract>We propose a formulation capable of deforming meshes in a shape-sensible way. We explain how to adapt the original space-deforming algorithm [2] into a skeleton-driven deformation scheme, where more sensitivity to the mesh geometry is achieved. The more natural results make it possible to use the technique for character animation.</abstract>
		<language>en</language>
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