SkinCells: Sparse Skinning using Voronoi Cells
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arXiv
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| Autores principales: | , , , , , , , , |
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| Formato: | Preprint |
| Publicado: |
2025
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| _version_ | 1866908836984520704 |
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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 |