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dc.contributor.authorVasilakis, A. A.en
dc.contributor.authorFudos, I.en
dc.date.accessioned2015-11-24T17:02:38Z-
dc.date.available2015-11-24T17:02:38Z-
dc.identifier.issn1546-4261-
dc.identifier.urihttps://olympias.lib.uoi.gr/jspui/handle/123456789/11080-
dc.rightsDefault Licence-
dc.subjectskeleton extractionen
dc.subjectrigid skinningen
dc.subjectcharacter animationen
dc.subjectre-meshingen
dc.subjectgpu implementationen
dc.subjectreal timeen
dc.subjectanimationen
dc.subjectalgorithmen
dc.subjectspaceen
dc.titleGPU rigid skinning based on a refined skeletonization methoden
heal.typejournalArticle-
heal.type.enJournal articleen
heal.type.elΆρθρο Περιοδικούel
heal.identifier.primaryDoi 10.1002/Cav.382-
heal.languageen-
heal.accesscampus-
heal.recordProviderΠανεπιστήμιο Ιωαννίνων. Σχολή Θετικών Επιστημών. Τμήμα Μηχανικών Ηλεκτρονικών Υπολογιστών και Πληροφορικήςel
heal.publicationDate2011-
heal.abstractIn this paper, we present a skeletal rigid skinning approach. First, we describe a skeleton extraction technique that produces refined skeletons appropriate for animation from decomposed character models. Then, to avoid the artifacts generated in previous skinning approaches and the associated high training costs, we develop an efficient and robust rigid skinning technique that applies blending patches around joints. To achieve real time animation, we have adapted all steps of our rigid skinning algorithm so that they are performed efficiently on the GPU. Finally, we present an evaluation of our methods against four criteria: efficiency, quality, scope, and robustness. Copyright (C) 2010 John Wiley & Sons, Ltd.en
heal.journalNameComputer Animation and Virtual Worldsen
heal.journalTypepeer reviewed-
heal.fullTextAvailabilityTRUE-
Appears in Collections:Άρθρα σε επιστημονικά περιοδικά ( Ανοικτά)

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