SkinCells: Sparse Skinning using Voronoi Cells
Egor Larionov, Igor Santesteban, Hsiao-yu Chen, Gene Lin, Philipp Herholz, Ryan Goldade, Ladislav Kavan, Doug Roble, Tuur Stuyck

TL;DR
SkinCells introduces an automated, sparse skinning method that optimizes weights within a continuous volume, enabling high-quality, scalable character animation suitable for mobile environments.
Contribution
The paper presents SkinCells, a novel parameterized function family for automated skinning that controls sparsity and manages multiple levels of detail efficiently.
Findings
Produces stable, high-quality skinning weights in complex scenarios
Allows direct control over bone influences per vertex
Optimizes weights across multiple asset resolutions with a single pass
Abstract
For decades, real-time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor-intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high-quality skinning weights from a standard mesh and skeleton in a canonical A- or T-pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex -- a critical requirement for maintaining performance in large-scale mobile environments. Furthermore, we address the challenge of Level-of-Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This…
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Taxonomy
TopicsTextile materials and evaluations · Animal Vocal Communication and Behavior
