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Animation space: A truly linear framework for character animation

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Published:01 October 2006Publication History
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Abstract

Skeletal subspace deformation (SSD), a simple method of character animation used in many applications, has several shortcomings; the best-known being that joints tend to collapse when bent. We present animation space, a generalization of SSD that greatly reduces these effects and effectively eliminates them for joints that do not have an unusually large range of motion.While other, more expensive generalizations exist, ours is unique in expressing the animation process as a simple linear transformation of the input coordinates. We show that linearity can be used to derive a measure of average distance (across the space of poses), and apply this to improving parametrizations.Linearity also makes it possible to fit a model to a set of examples using least-squares methods. The extra generality in animation space allows for a good fit to realistic data, and overfitting can be controlled to allow fitted models to generalize to new poses. Despite the extra vertex attributes, it is possible to render these animation-space models in hardware with no loss of performance relative to SSD.

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          cover image ACM Transactions on Graphics
          ACM Transactions on Graphics  Volume 25, Issue 4
          October 2006
          243 pages
          ISSN:0730-0301
          EISSN:1557-7368
          DOI:10.1145/1183287
          Issue’s Table of Contents

          Copyright © 2006 ACM

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          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 1 October 2006
          Published in tog Volume 25, Issue 4

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