SkinCells: Sparse Skinning using Voronoi Cells

Fuente: arXiv
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Autores principales: Larionov, Egor, Santesteban, Igor, Chen, Hsiao-yu, Lin, Gene, Herholz, Philipp, Goldade, Ryan, Kavan, Ladislav, Roble, Doug, Stuyck, Tuur
Formato: Preprint
Publicado: 2025
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author Larionov, Egor
Santesteban, Igor
Chen, Hsiao-yu
Lin, Gene
Herholz, Philipp
Goldade, Ryan
Kavan, Ladislav
Roble, Doug
Stuyck, Tuur
author_facet Larionov, Egor
Santesteban, Igor
Chen, Hsiao-yu
Lin, Gene
Herholz, Philipp
Goldade, Ryan
Kavan, Ladislav
Roble, Doug
Stuyck, Tuur
contents For decades, real-time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor-intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high-quality skinning weights from a standard mesh and skeleton in a canonical A- or T-pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex -- a critical requirement for maintaining performance in large-scale mobile environments. Furthermore, we address the challenge of Level-of-Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This allows a single optimization pass to be applied seamlessly across multiple asset resolutions and variations. Central to our approach is a novel parameterized family of functions, we call SkinCells. We demonstrate that our method consistently produces stable, high-quality results even in complex scenarios where standard biharmonic weight computations fail.
format Preprint
id arxiv_https___arxiv_org_abs_2506_14714
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle SkinCells: Sparse Skinning using Voronoi Cells
Larionov, Egor
Santesteban, Igor
Chen, Hsiao-yu
Lin, Gene
Herholz, Philipp
Goldade, Ryan
Kavan, Ladislav
Roble, Doug
Stuyck, Tuur
Graphics
68U05
I.3.7
For decades, real-time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor-intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high-quality skinning weights from a standard mesh and skeleton in a canonical A- or T-pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex -- a critical requirement for maintaining performance in large-scale mobile environments. Furthermore, we address the challenge of Level-of-Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This allows a single optimization pass to be applied seamlessly across multiple asset resolutions and variations. Central to our approach is a novel parameterized family of functions, we call SkinCells. We demonstrate that our method consistently produces stable, high-quality results even in complex scenarios where standard biharmonic weight computations fail.
title SkinCells: Sparse Skinning using Voronoi Cells
topic Graphics
68U05
I.3.7
url https://arxiv.org/abs/2506.14714