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NeuroSkinning: Automatic Skin Binding for Production Characters with Deep Graph Networks, Siggraph 2019

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NeuroSkinning: Automatic Skin Binding for Production Characters with Deep Graph Networks

Siggraph 2019, [pdf] [data]

by Lijuan Liu, Youyi Zheng, Di Tang, Yi Yuan, Changjie Fan, Kun Zhou

This paper presents a deep-learning-based method to automatically compute skin weights for skeleton-based deformation of production characters.

Automatically predicting skin weights.

We first construct a graph for the input character mesh with its associate skeleton hierarchy. Each graph node encodes the mesh-skeleton attributes. The graph and node attributes are fed into our graph convolution net to predict the skin weight map.

The pipeline of our method.

Our method can be applied for different games.

Example production characters.

Deformations of characters in Game A.

Deformations of characters in Game B.

Open Source Agenda is not affiliated with "NeuroSkinning" Project. README Source: FuxiCV/NeuroSkinning
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