The DOI matches its Crossref record; 3 of the 3 references it cites were found in a registry or an index.
Learning skeletons for shape and pose
Abstract
In this paper a method for estimating a rigid skeleton, including skinning weights, skeleton connectivity, and joint positions, given a sparse set of example poses is presented. In contrast to other methods, we are able to simultaneously take examples of different subjects into account, which improves the robustness of the estimation. It is additionally possible to generate a skeleton that primarily describes variations in body shape instead of pose. The shape skeleton can then be combined with a regular pose varying skeleton. That way pose and body shape can be controlled simultaneously but separately. As this skeleton is technically still just a skinned rigid skeleton, compatibility with major modelling packages and game engines is retained. We further present an approach for synthesizing a suitable bind shape that additionally improves the accuracy of the generated model.
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The joints at the back legs of the lion-poses are inaccurately estimated by both [de Aguiar et al. 2008a] and [Hasler et al. 2010].
“The joints at the back legs of the lion-poses are inaccurately estimated by both [de Aguiar et al. 2008a] and [Hasler et al. 2010]”
From Robust and accurate skeletal rigging from mesh sequences (2014) · cites this paper as Hasler et al. 2010
The lion-poses, horse-gallop, and scape generated by both [Schaefer and Yuksel 2007] and [Hasler et al. 2010] have many redundant bones, because the clustering algorithms in their approaches result in an over-estimated number of bones in some highly-deformable regions.
“1. Redundant bones. The lion-poses , horse-gallop , and scape generated by both [Schaefer and Yuksel 2007] and [Hasler et al. 2010] have many redundant bones, since the clustering algorithms in their approaches result in an over-estimated number of bones in some highly-deformable regions.”
From Robust and accurate skeletal rigging from mesh sequences (2014) · cites this paper as Hasler et al. 2010
Citations
Cites
SCAPE: shape completion and animation of people
Anguelov, D., Srinivasan, P., Koller, D., Thrun, S., Rodgers, J., & Davis, J. (2005) · ACM Transactions on Graphics · doi:10.1145/1073204.1073207 · Cited by 1,489
Automatic rigging and animation of 3D characters
Baran, I., & Popović, J. (2007) · ACM SIGGRAPH 2007 papers · doi:10.1145/1275808.1276467 · Cited by 495
Automatic rigging and animation of 3D characters
Baran, I., & Popović, J. (2007) · ACM Transactions on Graphics · doi:10.1145/1276377.1276467 · Cited by 455
Flagged first, then by citations
Research works printed but not linked: 20
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- 10.1109/TPAMI.2007.59 · DOI
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Cited by
Sorted by citations
Loper, M., Mahmood, N., Romero, J., Pons-Moll, G., & J, B. M. (2015) · ACM Transactions on Graphics · doi:10.1145/2816795.2818013 · Cited by 3,734
Robust and accurate skeletal rigging from mesh sequences
Le, B. H., & Deng, Z. (2014) · ACM Transactions on Graphics · doi:10.1145/2601097.2601161 · Cited by 111
Learning skeletal articulations with neural blend shapes
Li, P., Aberman, K., Hanocka, R., Liu, L., Sorkine-Hornung, O., & Chen, B. (2021) · ACM Transactions on Graphics · doi:10.1145/3476576.3476702 · Cited by 4
Metadata
- Authors
- Hasler, N., Thormählen, T., Rosenhahn, B., & Seidel, H.-P.
- Affiliations
- Max Planck Institute for Informatics (DE)
- Leibniz University Hannover (DE)
- Venue
- Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
- Publisher
- ACM
- Published
- 2010-02-19
- Pages
- 23-30
- OpenAlex
- W1991359153
- Cited by
- 66
- References
- 3
- Citations by year
- 2025: 1 · 2024: 1 · 2023: 4 · 2022: 2 · 2021: 13 · 2020: 5 · 2019: 5 · 2018: 5 · 2017: 3 · 2016: 4 · 2015: 4 · 2014: 3 · 2013: 6 · 2012: 6
- FWCI
- 10.11
- Type
- conference paper
- Language
- en
- Open access
- closed
- Locations
- ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games (I3D) (publishedVersion)
- Max Planck Institute for Plasma Physics (submittedVersion)
- Funders
- Max-Planck-Center for Visual Computing and Communication (BMBF-FKZ01IMC01)
- Topics
- Physical Sciences › Computer Science › Computer Graphics and Computer-Aided Design › 3D Shape Modeling and Analysis
- Physical Sciences › Computer Science › Computer Graphics and Computer-Aided Design › Human Motion and Animation
- Physical Sciences › Computer Science › Computer Graphics and Computer-Aided Design › Computer Graphics and Visualization Techniques
- Keywords
- skeleton estimation, skinning weights, joint position, body shape modeling, pose estimation, shape skeleton
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