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SkinCells: Sparse Skinning using Voronoi Cells

Main:7 Pages
12 Figures
Bibliography:2 Pages
Appendix:2 Pages
Abstract

For decades, efficient real-time skinning methods have played a crucial role in animating character rigs for visual effects and games. These methods remain a fundamental component of modern applications. However, animatable digital asset creation predominantly remains a manual process. Current automated tools often fall short of delivering the desired level of quality for intricate and complex geometries, requiring manual touch-ups. We propose a fully automatic and robust method for generating high quality skinning weights given a user-provided skeleton and mesh in A- or T-pose. Notably, our approach provides direct sparsity controls, limiting the number of bone influences per vertex, which is essential for efficient asset creation for large-scale mobile experiences with multiple concurrent users. Our method additionally addresses the need for level-of-detail (LoD) variations in performance-sensitive applications, which are exacerbated on mobile platforms. By optimizing weights in space rather than on discrete points, we enable a single optimization result to be seamlessly applied to all levels of detail of that asset or even variations of that asset. To achieve this, we introduce a novel parameterized family of functions called SkinCells. We demonstrate how our automatic method is able to robustly compute skinning weights in cases where biharmonic weight computation fails.

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