Baseline Skinning for Point Sets of Articulated Bodies
Tong Fu, Rapha\"elle Chaine, Julie Digne

TL;DR
This paper introduces a novel skinning method for point sets of articulated bodies that reduces artifacts and preserves sampling accuracy by directly working on point data and modeling detail evolution during pose changes.
Contribution
The proposed method encodes point set details over a sphere-mesh skeleton, modeling detail evolution during bone twisting and bending without needing per-point weights or muscle models.
Findings
Creates fewer artifacts than classical skinning methods
Works directly on point sets, preserving sampling accuracy
Avoids computing per-point weights and muscle modeling
Abstract
General skinning techniques aim to deform the surface of an articulated model following the pose change of a skeleton. Their rapidity makes them ideal tools for real-time animation purposes. However, popular skinning algorithms are simple, but they tend to generate undesirable geometric artefacts. In our work, we consider skeletons given in the form of sphere-mesh models controlling both the pose and morphology of the shape that is either described as a mesh or a raw point set. We propose a novel skinning method that encodes the point set details above a bundle of baselines covering the sphere-mesh. In particular, we propose a geometrical model of the baseline and detail direction evolution during bone twisting and joints bending rotations. Our approach works directly on point sets and thus preserves the accuracy of the initial sampling. It further avoids computing a weight per point or…
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Taxonomy
Topics3D Shape Modeling and Analysis · Human Motion and Animation · Human Pose and Action Recognition
