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dc.contributor.authorDe Aguiar, Edilsonen_US
dc.contributor.authorTheobalt, Christianen_US
dc.contributor.authorThrun, Sebastianen_US
dc.contributor.authorSeidel, Hans-Peteren_US
dc.date.accessioned2015-02-21T16:18:53Z
dc.date.available2015-02-21T16:18:53Z
dc.date.issued2008en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2008.01136.xen_US
dc.description.abstractRecently, it has become increasingly popular to represent animations not by means of a classical skeleton-based model, but in the form of deforming mesh sequences. The reason for this new trend is that novel mesh deformation methods as well as new surface based scene capture techniques offer a great level of flexibility during animation creation. Unfortunately, the resulting scene representation is less compact than skeletal ones and there is not yet a rich toolbox available which enables easy post-processing and modification of mesh animations. To bridge this gap between the mesh-based and the skeletal paradigm, we propose a new method that automatically extracts a plausible kinematic skeleton, skeletal motion parameters, as well as surface skinning weights from arbitrary mesh animations. By this means, deforming mesh sequences can be fully-automatically transformed into fullyrigged virtual subjects. The original input can then be quickly rendered based on the new compact bone and skin representation, and it can be easily modified using the full repertoire of already existing animation tools.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleAutomatic Conversion of Mesh Animations into Skeleton-based Animationsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.description.number2en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01136.xen_US
dc.identifier.pages389-397en_US


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