Fabricating articulated characters from skinned meshes
Articulated deformable characters are widespread in computer animation. Unfortunately, we lack methods for their automatic fabrication using modern additive manufacturing (AM) technologies. We propose a method that takes a skinned mesh as input, then estimates a fabricatable single-material model th...
Gespeichert in:
Veröffentlicht in: | ACM transactions on graphics 2012-07, Vol.31 (4), p.1-9 |
---|---|
Hauptverfasser: | , , , |
Format: | Artikel |
Sprache: | eng |
Schlagworte: | |
Online-Zugang: | Volltext |
Tags: |
Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
|
container_end_page | 9 |
---|---|
container_issue | 4 |
container_start_page | 1 |
container_title | ACM transactions on graphics |
container_volume | 31 |
creator | Bächer, Moritz Bickel, Bernd James, Doug L. Pfister, Hanspeter |
description | Articulated deformable characters are widespread in computer animation. Unfortunately, we lack methods for their automatic fabrication using modern additive manufacturing (AM) technologies. We propose a method that takes a skinned mesh as input, then estimates a fabricatable single-material model that approximates the 3D kinematics of the corresponding virtual articulated character in a piecewise linear manner. We first extract a set of potential joint locations. From this set, together with optional, user-specified range constraints, we then estimate mechanical friction joints that satisfy inter-joint non-penetration and other fabrication constraints. To avoid brittle joint designs, we place joint centers on an approximate medial axis representation of the input geometry, and maximize each joint's minimal cross-sectional area. We provide several demonstrations, manufactured as single, assembled pieces using 3D printers. |
doi_str_mv | 10.1145/2185520.2185543 |
format | Article |
fullrecord | <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_miscellaneous_1671563350</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>1671563350</sourcerecordid><originalsourceid>FETCH-LOGICAL-c340t-ccfc59e1c2d8a51d63b251c0de81b2aa1bcb41b5ccd7df27ac7997068d66c1823</originalsourceid><addsrcrecordid>eNotkD1PwzAURS0EEqEws2ZkSfueHdvpiCpKkSqxwGy9PDs0kI9ipwP_nkI7Henq6A5HiHuEOWKpFxIrrSXM_1mqC5Gh1rawylSXIgOroAAFeC1uUvoEAFOWJhNmTXVsmaZ2-MgpTi0fOpqCz3lHkXgKMeVNHPs8fbXDcNz7kHYh3YqrhroU7s6ciff109tqU2xfn19Wj9uCVQlTwdywXgZk6SvS6I2qpUYGHyqsJRHWXJdYa2ZvfSMtsV0uLZjKG8NYSTUTD6fffRy_DyFNrm8Th66jIYyH5NBY1EYpDUd1cVI5jinF0Lh9bHuKPw7B_RVy50LuXEj9Ak8FWK0</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>1671563350</pqid></control><display><type>article</type><title>Fabricating articulated characters from skinned meshes</title><source>ACM Digital Library Complete</source><creator>Bächer, Moritz ; Bickel, Bernd ; James, Doug L. ; Pfister, Hanspeter</creator><creatorcontrib>Bächer, Moritz ; Bickel, Bernd ; James, Doug L. ; Pfister, Hanspeter</creatorcontrib><description>Articulated deformable characters are widespread in computer animation. Unfortunately, we lack methods for their automatic fabrication using modern additive manufacturing (AM) technologies. We propose a method that takes a skinned mesh as input, then estimates a fabricatable single-material model that approximates the 3D kinematics of the corresponding virtual articulated character in a piecewise linear manner. We first extract a set of potential joint locations. From this set, together with optional, user-specified range constraints, we then estimate mechanical friction joints that satisfy inter-joint non-penetration and other fabrication constraints. To avoid brittle joint designs, we place joint centers on an approximate medial axis representation of the input geometry, and maximize each joint's minimal cross-sectional area. We provide several demonstrations, manufactured as single, assembled pieces using 3D printers.</description><identifier>ISSN: 0730-0301</identifier><identifier>EISSN: 1557-7368</identifier><identifier>DOI: 10.1145/2185520.2185543</identifier><language>eng</language><subject>Approximation ; Articulated ; Cross sections ; Estimates ; Finite element method ; Friction ; Printers ; Three dimensional</subject><ispartof>ACM transactions on graphics, 2012-07, Vol.31 (4), p.1-9</ispartof><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c340t-ccfc59e1c2d8a51d63b251c0de81b2aa1bcb41b5ccd7df27ac7997068d66c1823</citedby><cites>FETCH-LOGICAL-c340t-ccfc59e1c2d8a51d63b251c0de81b2aa1bcb41b5ccd7df27ac7997068d66c1823</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,780,784,27924,27925</link.rule.ids></links><search><creatorcontrib>Bächer, Moritz</creatorcontrib><creatorcontrib>Bickel, Bernd</creatorcontrib><creatorcontrib>James, Doug L.</creatorcontrib><creatorcontrib>Pfister, Hanspeter</creatorcontrib><title>Fabricating articulated characters from skinned meshes</title><title>ACM transactions on graphics</title><description>Articulated deformable characters are widespread in computer animation. Unfortunately, we lack methods for their automatic fabrication using modern additive manufacturing (AM) technologies. We propose a method that takes a skinned mesh as input, then estimates a fabricatable single-material model that approximates the 3D kinematics of the corresponding virtual articulated character in a piecewise linear manner. We first extract a set of potential joint locations. From this set, together with optional, user-specified range constraints, we then estimate mechanical friction joints that satisfy inter-joint non-penetration and other fabrication constraints. To avoid brittle joint designs, we place joint centers on an approximate medial axis representation of the input geometry, and maximize each joint's minimal cross-sectional area. We provide several demonstrations, manufactured as single, assembled pieces using 3D printers.</description><subject>Approximation</subject><subject>Articulated</subject><subject>Cross sections</subject><subject>Estimates</subject><subject>Finite element method</subject><subject>Friction</subject><subject>Printers</subject><subject>Three dimensional</subject><issn>0730-0301</issn><issn>1557-7368</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2012</creationdate><recordtype>article</recordtype><recordid>eNotkD1PwzAURS0EEqEws2ZkSfueHdvpiCpKkSqxwGy9PDs0kI9ipwP_nkI7Henq6A5HiHuEOWKpFxIrrSXM_1mqC5Gh1rawylSXIgOroAAFeC1uUvoEAFOWJhNmTXVsmaZ2-MgpTi0fOpqCz3lHkXgKMeVNHPs8fbXDcNz7kHYh3YqrhroU7s6ciff109tqU2xfn19Wj9uCVQlTwdywXgZk6SvS6I2qpUYGHyqsJRHWXJdYa2ZvfSMtsV0uLZjKG8NYSTUTD6fffRy_DyFNrm8Th66jIYyH5NBY1EYpDUd1cVI5jinF0Lh9bHuKPw7B_RVy50LuXEj9Ak8FWK0</recordid><startdate>20120701</startdate><enddate>20120701</enddate><creator>Bächer, Moritz</creator><creator>Bickel, Bernd</creator><creator>James, Doug L.</creator><creator>Pfister, Hanspeter</creator><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope></search><sort><creationdate>20120701</creationdate><title>Fabricating articulated characters from skinned meshes</title><author>Bächer, Moritz ; Bickel, Bernd ; James, Doug L. ; Pfister, Hanspeter</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c340t-ccfc59e1c2d8a51d63b251c0de81b2aa1bcb41b5ccd7df27ac7997068d66c1823</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2012</creationdate><topic>Approximation</topic><topic>Articulated</topic><topic>Cross sections</topic><topic>Estimates</topic><topic>Finite element method</topic><topic>Friction</topic><topic>Printers</topic><topic>Three dimensional</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Bächer, Moritz</creatorcontrib><creatorcontrib>Bickel, Bernd</creatorcontrib><creatorcontrib>James, Doug L.</creatorcontrib><creatorcontrib>Pfister, Hanspeter</creatorcontrib><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>ACM transactions on graphics</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Bächer, Moritz</au><au>Bickel, Bernd</au><au>James, Doug L.</au><au>Pfister, Hanspeter</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Fabricating articulated characters from skinned meshes</atitle><jtitle>ACM transactions on graphics</jtitle><date>2012-07-01</date><risdate>2012</risdate><volume>31</volume><issue>4</issue><spage>1</spage><epage>9</epage><pages>1-9</pages><issn>0730-0301</issn><eissn>1557-7368</eissn><abstract>Articulated deformable characters are widespread in computer animation. Unfortunately, we lack methods for their automatic fabrication using modern additive manufacturing (AM) technologies. We propose a method that takes a skinned mesh as input, then estimates a fabricatable single-material model that approximates the 3D kinematics of the corresponding virtual articulated character in a piecewise linear manner. We first extract a set of potential joint locations. From this set, together with optional, user-specified range constraints, we then estimate mechanical friction joints that satisfy inter-joint non-penetration and other fabrication constraints. To avoid brittle joint designs, we place joint centers on an approximate medial axis representation of the input geometry, and maximize each joint's minimal cross-sectional area. We provide several demonstrations, manufactured as single, assembled pieces using 3D printers.</abstract><doi>10.1145/2185520.2185543</doi><tpages>9</tpages></addata></record> |
fulltext | fulltext |
identifier | ISSN: 0730-0301 |
ispartof | ACM transactions on graphics, 2012-07, Vol.31 (4), p.1-9 |
issn | 0730-0301 1557-7368 |
language | eng |
recordid | cdi_proquest_miscellaneous_1671563350 |
source | ACM Digital Library Complete |
subjects | Approximation Articulated Cross sections Estimates Finite element method Friction Printers Three dimensional |
title | Fabricating articulated characters from skinned meshes |
url | https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-07T01%3A02%3A35IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Fabricating%20articulated%20characters%20from%20skinned%20meshes&rft.jtitle=ACM%20transactions%20on%20graphics&rft.au=B%C3%A4cher,%20Moritz&rft.date=2012-07-01&rft.volume=31&rft.issue=4&rft.spage=1&rft.epage=9&rft.pages=1-9&rft.issn=0730-0301&rft.eissn=1557-7368&rft_id=info:doi/10.1145/2185520.2185543&rft_dat=%3Cproquest_cross%3E1671563350%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=1671563350&rft_id=info:pmid/&rfr_iscdi=true |