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dc.contributor.authorCelikcan, U.en_US
dc.contributor.authorYaz I.O.en_US
dc.contributor.authorCapin, T.en_US
dc.date.accessioned2016-02-08T10:21:58Z
dc.date.available2016-02-08T10:21:58Z
dc.date.issued2015en_US
dc.identifier.issn1677055
dc.identifier.urihttp://hdl.handle.net/11693/23958
dc.description.abstractWe present a novel method for retargeting human motion to arbitrary 3D mesh models with as little user interaction as possible. Traditional motion-retargeting systems try to preserve the original motion, while satisfying several motion constraints. Our method uses a few pose-to-pose examples provided by the user to extract the desired semantics behind the retargeting process while not limiting the transfer to being only literal. Thus, mesh models with different structures and/or motion semantics from humanoid skeletons become possible targets. Also considering the fact that most publicly available mesh models lack additional structure (e.g. skeleton), our method dispenses with the need for such a structure by means of a built-in surface-based deformation system. As deformation for animation purposes may require non-rigid behaviour, we augment existing rigid deformation approaches to provide volume-preserving and squash-and-stretch deformations. We demonstrate our approach on well-known mesh models along with several publicly available motion-capture sequences. We present a novel method for retargeting human motion to arbitrary 3D mesh models with as little user interaction as possible. Traditional motion-retargeting systems try to preserve the original motion, while satisfying several motion constraints. Our method uses a few pose-to-pose examples provided by the user to extract the desired semantics behind the retargeting process while not limiting the transfer to being only literal. Thus, mesh models with different structures and/or motion semantics from humanoid skeletons become possible targets. © 2014 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.language.isoEnglishen_US
dc.source.titleComputer Graphics Forumen_US
dc.relation.isversionofhttp://dx.doi.org/10.1111/cgf.12507en_US
dc.subjectanimation systemsen_US
dc.subjectdeformationsen_US
dc.subjectI.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Animationen_US
dc.subjectmotion captureen_US
dc.subjectretargetingen_US
dc.subjectAnimationen_US
dc.subjectComputer graphicsen_US
dc.subjectDeformationen_US
dc.subjectMusculoskeletal systemen_US
dc.subjectSemanticsen_US
dc.subjectAdditional structuresen_US
dc.subjectAnimation systemsen_US
dc.subjectDifferent structureen_US
dc.subjectI.3.7 [computer graphics]: three-dimensional graphics and realism - animationsen_US
dc.subjectMotion captureen_US
dc.subjectMotion retargetingen_US
dc.subjectretargetingen_US
dc.subjectSquash and stretchesen_US
dc.subjectThree dimensional computer graphicsen_US
dc.titleExample-based retargeting of human motion to arbitrary mesh modelsen_US
dc.typeArticleen_US
dc.departmentDepartment of Computer Engineering
dc.citation.spage216en_US
dc.citation.epage227en_US
dc.citation.volumeNumber34en_US
dc.citation.issueNumber1en_US
dc.identifier.doi10.1111/cgf.12507en_US
dc.publisherBlackwell Publishing Ltden_US


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