PPS: Pose-to-Pose Skinning of Animated Meshes

PPS: Pose-to-Pose Skinning of Animated Meshes

Andreas A. Vasilakis, Ioannis Fudos, and George Antonopoulos

In Proceedings of the 33rd Computer Graphics International (CGI 16). ACM, New York, NY, USA, 53-56, 2016

Abstract

In computer graphics, animation compression is essential for efficient storage, streaming and reproduction of animated meshes. Previous work has presented efficient techniques for compression using skinning transformations to derive the animated mesh from a reference pose. We present a pose-to-pose approach to skinning animated meshes by observing that only small deformation variations will normally occur between consecutive poses. The transformations are applied so that a new pose is derived by deforming the geometry of the previous pose, thus maintaining temporal coherence in the parameter space, reducing approximation error and facilitating forward propagated editing of arbitrary poses.

BibTeX Citation

@inproceedings{Vasilakis:2016:PPS:2949035.2949049,
author = {Vasilakis, Andreas A. and Fudos, Ioannis and Antonopoulos, George},
title = {PPS: Pose-to-Pose Skinning of Animated Meshes},
booktitle = {Proceedings of the 33rd Computer Graphics International},
series = {CGI '16},
year = {2016},
isbn = {978-1-4503-4123-3},
location = {Heraklion, Greece},
pages = {53--56},
numpages = {4},
url = {http://doi.acm.org/10.1145/2949035.2949049},
doi = {10.1145/2949035.2949049},
acmid = {2949049},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {compression, editing, skinning, temporal coherency}
}