Harmonic skeleton for realistic character animation
Current approaches to skeleton generation are based on topological and
geometrical information only; this can be insufficient for realistic
character animation, since the location of the joints does not usually
match the real bone structure of the model.
This paper proposes the use of anatomical information to enhance the skeleton.
Using a harmonic function, this information can be recovered from the
skeleton itself, which is guaranteed not to have undesired endpoints.
The skeleton is computed as a Reeb graph of such a function over the
surface of the model. Starting from one point selected on the head
of the character, the entire
process is fast, automatic and robust; it generates skeletons whose
joints can be associated with the character's anatomy.
Results are provided, including a quantitative validation of the generated
skeletons.
Images and movies
BibTex references
@InProceedings\{AHLD07,
author = "Aujay, Gr\'egoire and Hetroy, Franck and Lazarus, Francis and Depraz, Christine",
title = "Harmonic skeleton for realistic character animation",
booktitle = "ACM-SIGGRAPH/EG Symposium on Computer Animation (SCA)",
year = "2007",
organization = "ACM-Siggraph/Eurographics",
keywords = "animation skeleton, character animation, Reeb graph, semantic decomposition",
url = "http://www-evasion.imag.fr/Publications/2007/AHLD07"
}
Other publications in the database
» Grégoire Aujay :
in lab LJK base , in team EVASION base
» Franck Hetroy : in lab LJK base , in team EVASION base
» Francis Lazarus : in lab LJK base , in team EVASION base
» Christine Depraz : in lab LJK base , in team EVASION base
» Franck Hetroy : in lab LJK base , in team EVASION base
» Francis Lazarus : in lab LJK base , in team EVASION base
» Christine Depraz : in lab LJK base , in team EVASION base
![HarmonicSkeleton-slides.pdf [3.8Mo]](/Publications/images/pdf.png)