Abstract
Many real-time algorithms for mesh deformation driven by animation of an underlying skeleton make use of a set of per-bone weights associated with each vertex. There are few unguided algorithms for the assignment of these weights with a recent proposed solution being bone heat [1]. In this paper, we briefly discuss bone heat and provide examples where it performs poorly. We then develop a refinement of bone heat, termed bone glow, which, in our validation, performed as well as bone heat in simple cases while not suffering from bone heat’s observed weaknesses.
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Wareham, R., Lasenby, J. (2008). Bone Glow: An Improved Method for the Assignment of Weights for Mesh Deformation. In: Perales, F.J., Fisher, R.B. (eds) Articulated Motion and Deformable Objects. AMDO 2008. Lecture Notes in Computer Science, vol 5098. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-70517-8_7
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DOI: https://doi.org/10.1007/978-3-540-70517-8_7
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-70516-1
Online ISBN: 978-3-540-70517-8
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