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    Item type:Publication,
    The smoothed 3D skeleton for animation
    (2009-12-01)
    Visutsak, Porawat
    ;
    Prachumrak, Korakot
    Skeleton is at the main interest of 3D character animation. In this paper, we use a recent skeleton pruning method based on the medial axis transform and the geodesic distance function that originates one-voxel thick, graph-like skeleton. Unfortunately, the location of skeleton joints does not usually match the anatomical joint of the model. We introduce a novel method for smoothing the pruned skeleton for realistic character animation by using the filtering process for adjusting the locations of consecutive points along the skeleton. Chord-to-point distance accumulation then be applied, and the smoothed skeleton is split in order to create segments and joints corresponding to its shape. The new skeleton can be regenerated later on. Therefore, the new skeleton produced from the proposed method can capture the essential shape characteristics in a compact form, while preserving the meaningful anatomical information of the 3D character models. The demonstration of the approach with several examples is also provided. © 2009 IEEE.
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    Item type:Publication,
    The 3D skeleton pruning for removing undesired joints
    (2009-09-21)
    Visutsak, Porawat
    ;
    Prachumrak, Korakot
    The skeleton is a low-dimension shape representation of 3D objects useful for different areas, such as machine vision, image processing, computer graphics, character animation, and etc. The most common techniques for skeleton computing are based on the Reeb graph and the shortest path finding. Using only the shortest path algorithms for extracting the critical points and constructing the Reeb graph over the suiface of the model may generate unwanted skeleton joints. A new skeleton pruning method for removing the spurious skeleton joints is introduced that is based on the medial axis transform and the geodesic distance fUnction. Consequently, the generated skeleton can capture in a simple and meaningful way the essential shape of the 3D objects in a compact form.