Automated generation of control skeletons for use in animation Author : Lawson Wade, Richard E. Parent Source : The Visual Computer (2002) 18: Speaker : Jhen-Yu Yang Advisor : Ku-Yaw Chang
Outline Introduction Method Results Conclusion 2012/10/16 2
Introduction Generating a control skeleton 2012/10/16 3 The skeletal graph for the horse The 3D model of the horse
Outline Introduction Method Results Conclusion 2012/10/16 4
Method Voxelization ▫Voxelized representation Distance map construction ▫Euclidean distance 2012/10/16 5 A 2D Euclidean distance map for an animal-shaped
Method Medial surface extraction 2012/10/16 6 DMS of a horse A medial axis in 2D (a and b) and a medial surface in 3D (c)
Method Path tree generation 2012/10/16 7 Forming path-tree extension
Method Smooth the path tree 2012/10/16 8
Method Control skeleton construction 2012/10/16 9
Outline Introduction Method Results Conclusion 2012/10/16 10
Results 2012/10/16 11 Control skeleton for a human figure
Results 2012/10/16 12 Control skeleton for an octopus Control skeleton for a jellyfish
Outline Introduction Method Results Conclusion 2012/10/16 13
Conclusion Produce a reasonably good control skeleton in 1 or 2 min on a low-end PC It does not work very well for objects with holes ▫doughnut 2012/10/16 14
The End Thanks 2012/10/16 15