This is the peer reviewed version of the following article: Susín, A. and Ramírez, J.E. (2015). Segmentation-based skinning. Computer animation and

Size: px
Start display at page:

Download "This is the peer reviewed version of the following article: Susín, A. and Ramírez, J.E. (2015). Segmentation-based skinning. Computer animation and"

Transcription

1 This is the eer reviewed version of the following article: Susín, A. and Ramírez, J.E. (). Segmentation-based skinning. Comuter animation and virtual worlds, (), 1 which has been ublished in final form at [doi:./cav.]. This article may be used for non-commercial uroses in accordance with Wiley Terms and Conditions for Self-Archiving."

2 Journal Code: Article ID Disatch:.. CE: Jan Aril Same C A V No. of Pages: ME: Q1 Q2 RESEARCH ARTICLE Segmentation-based skinning Jorge Eduardo Ramírez Flores* and Antonio Susin Sánchez COMPUTER ANIMATION AND VIRTUAL WORLDS Com. Anim. Virtual Worlds () Published online in Wiley Online Library (wileyonlinelibrary.com). DOI:./cav. MOVING Universitat Politecnica de Catalunya (UPC), c/ Jordi Girona, 1-3, 4 Barcelona, Sain ABSTRACT Skeleton-driven animation is oular by its simlicity and intuitive control of the limbs of a character. Linear blend skinning (LBS) is u to date the most efficient and simle deformation method; however, ainting influence skinning weights is not intuitive, and it suffers the candy-wraer artifact. In this aer, we roose an aroach based on mesh segmentation for skinning and skeleton-driven comuter animation. We roose a novel and fast method, based in watershed segmentation to deal with characters in T-Pose and arbitrary oses, a simle weight assign algorithm based in the rigid skinning obtained with the segmentation algorithm for the LBS deformation method, and finally, a modified version of the LBS that avoids the loss of volume in twist rotations using the segmentation stage outut values. Coyright John Wiley & Sons, Ltd. KEYWORDS mesh segmentation; skinning; weight assignment algorithm; rigging; comuter animation *Corresondence Jorge Eduardo Ramírez Flores, MOVING Universitat Politecnica de Catalunya (UPC), c/ Jordi Girona, 1-3, 4 Barcelona, Sain. jramirez@lsi.uc.edu 1. INTRODUCTION Skeleton-driven animation is one of the most common 3D animation techniques used nowadays with alications in video games and film industry. The common ieline begins with an artist sculting a 3D character, creating the rig of the character mesh, and deending on the selected deformation method, a set of weights are associated from every joints of the skeleton to a secific art of the character s body. The described rocess is time-consuming and usually is hand made by the artist itself. The most difficult art in this ieline is the weight creation, a roer result deends on a recise weight assignment. Another well-known roblem related with the most oular deformation methods are artifacts generated at joint rotation. In linear blend skinning (LBS) we have the candy-wraer artifact (a loss of volume associated with a twist rotation), dual quaternion skinning (DQS) avoidsthe candy-wraer artifact of LBS but introduces its own artifact: the joint-bulging artifact (an artifact roduced by the sheric nature of the quaternion interolation). The main focus in this aer is mesh segmentation alied to skinning: we roose a novel and fast segmentation algorithm, that is going to be alied over a reviously rigged mesh to organize a set of vertices by its satial distribution. Each vertex in the inut rigged mesh is assigned to a secific link of the underlying skeleton (segmentation stage), creating what is known as rigid skinning. A roer rigid skinning is a good starting oint for a weight distribution algorithm, in [1,2] and [3] is used as starting oint. We also roose a weight assignment algorithm based in the segmentation information of each vertex to create a simle and fast algorithm. Finally, we use the segmentation in the limbs of the character to create an algorithm based on LBS, but without volume loss on twist rotations, link-oriented twist scheme, and fast enough to be used in real time animations. 2. PREVIOUS WORKS The main classification for segmentation algorithms according to Shamir [4] are art-tye segmentation and surface-tye segmentation. Part-tye segmentation is oriented in artitioning the object into semantic comonents; surface tye uses geometric roerties of the mesh to create surface atches. The most common alication of mesh segmentation is skeleton extraction: an inut mesh is taken and artitioned in segments that will reresent a region that belongs to a skeleton bone; examles are found in [5,6] and [7]; in [5] is roosed a segmentation method that takes as inut a set of meshes that reresent an animated mesh sequence through time. The inut mesh is segmented in atches that undergo aroximately the same rigid transformation over time. In [6], the segmentation is based in a maing function that creates level lines around concave areas that define area of the surface mesh. A region merge algorithm Coyright John Wiley & Sons, Ltd. 1

3 Segmentation-based skinning J. E. Ramírez Flores and A. Susin Sánchez Q3 is used to revent over segmentation; this algorithm creates a fine abstraction of hierarchy levels to merge segmented areas; the lower the hierarchy used, the lower the number of surface atches the object will have. In [8], a segmentation method is used over rigged meshes alying Euler distances and a normal test over the surface of the inut mesh; however, their segmentation method had the same goal as our method: create a weight assignment method for the LBS algorithm. They also use their segmentation algorithm to correct and reserve volume during rotations, but they are limited to twists rotations under 0 ı, because they are using LBS as deformation scheme, and their reservation method is alied after a joint rotation is erformed with its consequent deformation; therefore, they cannot eliminate the candy-wraer artifact. An evolution of this method is found in [3]; they imrove the original method using a more robust segmentation algorithm based in voxelizing a closed mesh; then, a segmentation algorithm is erformed using geodesic distances and adding deformation effects to their revious framework, but their twist rotation constraint is still resent. A similar method is roosed in [9]; they also achieve mesh segmentation using a voxelization scheme to create a weight assignment algorithm for the LBS algorithm. Their voxelization algorithm is a novel method based in slicing a 3D mesh in the canonical axis directions to create a set of images that allows their algorithm to create a solid voxelized version of the inut mesh. One of their most interesting features is that their algorithm can work with multile meshes, and they are not limited to inut closed meshes, but all the LBS deformation roblems still remains. Our aroach is different than the classic segmentation methods that need inut arameters to create a segmentation; our method is oriented to create a segmentation based on an underlying skeleton reviously created, in a similar way as in [3,8] and [9], but our method works on the vertex ositions as inut to a region growing algorithm instead of voxelizing the target mesh or simly using Euler distances over models with ideal oses. As mentioned earlier, LBS is one of the most oular skinning algorithms; it has been used widely in video games and film industry since []. In this method, the deformation for each vertex is the roduct of the sum of each joint in the skeleton multilied by a weight to comute the final osition of the comuted vertex in a 3D mesh. This kind of comutation is used extensively in methods such as skeleton subsace deformation [], enveloing or vertex blending []. The main advantages of the LBS algorithm are its simlicity (based in a linear combination) and, as consequence, efficiency to comute (which leads to low rocessing times). This algorithm is used natively in rofessional animation software (such as AUTODESK MAYA, where it is called smooth skinning), but as is known, suffers from artifacts when some rotations are made by the influence joints, leading to the collasing elbow [] and the candy-wraer [] artifacts. These well-known artifacts cannot be revented by any user ainting the weights of a target mesh (usually the weight distribution are ainted or assigned by an artist to achieve the desired effects; the automatic software made an initial aroximation) because the artifacts are inherent to the LBS deformation scheme. Large number of works has been ublished about LBS; based in the way these methods comute the set of weights w ik, they fall in one of the next categories: Examle based: The number of aers develoed within this category make it a very oulated one [7,, ]; all these methods main idea is comute the weights of a 3D mesh by using a set of examles (a set of 3D meshes in different oses). The new oses will be the result of an interolation scheme to comute the vertices osition on the target mesh. In the method known as multi-weight enveloing [], an extension of the LBS is made by assigning more than one weight value er rigid transformation in the skinning main equation; a weight value is assigned to each element of the rigid transformation matrix. A more recent aroach is the work described in [7]; the main idea of this work is using the roxy bones to comute the weights of the target mesh. In our develoed method, we use the segmentation as base to generate a weight distribution algorithm using the neighborhood information of the skeleton s joints for each vertex. Function based: These methods have two modalities: (1) Comute automatically the weights of the LBS. (2) Relace artially or totally the blending method (substituting the rigid transformation matrix by a different rigid transformation tool) or adding a correcting method to the deformation achieved with the LBS. In the first category, we find []; its main aroach uses a nonlinear model to comute the weights of the LBS. The weights are comuted using a olynomial function that is based in a quantity called influence ratio r. In [1], a function based in heat diffusion is used to comute the weights of the LBS algorithm, where the Lalacian of a discrete surface is alied over a vector, i is a vector using the initialization j j D 1 (rigid skinning) if the nearest bone to vertex j is i and j j D 0 otherwise. Finally, an H diagonal matrix is comuted, which will have in H jj the closest weight contribution to the vertex j. One of the latest methods to comute weights automatically is [] where the weights are comuted using a Lalacian energy function subject to an uer and lower bound constraint minimizer. This work is interesting in articular because of its general treatment of the roblem; the weights are values that deend on elements called handlers; the handlers can be the elements of a cage (in 2D or 3D) or the joints of a Q4 2 Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. DOI:./cav

4 J. E. Ramírez Flores and A. Susin Sánchez Segmentation-based skinning skeleton. Therefore, it can be alied to images or skinning in 3D cage based or skeleton driven. In the second category, we find aroaches like [], where we find a change in the interolation method from LBS to sherical blend skinning (SBS); SBS uses quaternions to blend the final osition of a deformed vertex; all the matrix in the LBS are changed to its equivalent in quaternions. A more sohisticated aroach introduced by the authors of SBS is DQS []; in this work, dual quaternions are used to solve in an efficient way the well-known roblems of the LBS. Dual quaternions are quaternions whose elements are dual numbers (Oq D Ow C iox C joy C koz). Because of the equivalence of oerations between quaternions and dual quaternions, a version of QLERP for dual quaternions is made (called dual quaternion linear blending; lately, it will be known as DQS). Interolation with SBS and DQS eliminates the candy-wraer artifact and roduces better results than the LBS algorithm but roduces what is known as the bulging joint artifact. The bulging joint is an artifact roduced by the sherical interolation that is caused by nature of quaternions; an interesting work that corrects this articular roblem is [], using rigid skinning to comute the vertex length to its main joint and correcting it when a rotation is erformed. In [], the candy-wraer artifact is corrected by comuting an additional weight ı i er vertex based on the angles at animation and binding time. ı i is used to comute a rotation matrix (restricted to the X canonical axis in the aer) that is multilied rior to M ık in the LBS equation; also, an oeration over the vertices to comensate the collasing joint is introduced. This oeration consists in choosing a collasing joint; then the vertices affected by this articular joint will be recomuted by a stretch oeration that is basically a vector length comensation from the chosen joint to the affected vertex. One of the methods that adds a ost-rocessing to the LBS is [3]; the method adds a volume correction stage after the skinning deformation of a target mesh. The volume correction is treated as minimization roblem of a correction vector u that is comuted using Lagrange multiliers. A similar method can be found in []; this method is also a ost-rocessing to correct the deformed volume obtained with LBS. The change of volume is comuted by a dislacement vector field and a scale factor alied to volume V. By solving the vector field, the correction of volume is erformed over the deformed mesh; this method uses a set of new weights S to control the correction in a localized level; however, this method cannot solve the candy-wraer artifact in LBS. An otimization method based on level of details can be found in [], using LBS skinning a model s matrix transformation are recomuted based in its joints hierarchy. If more detail in the animation is required, the method adjusts it rogressively alying the matrix oerations for the desired level of detail with no noticeable errors in the final animation. An extension of the LBS algorithm is found in []; the method uses two meshes to achieve advanced deformations. One with low level of detail that will control the final deformation of the detailed one in the control mesh, the LBS is alied and combined with bar-net deformers to achieve some degree of realism (hysically based) in some selected vertices of the control mesh; the fine mesh is deformed using the wraing method and can be directly maniulated or thought the bar-net if the user needs and advanced deformation effect such as wrinkles. Two of the latest methods are [] and []. In [], blend bones are used to aroximate nonlinear skinning with a set of weights comuted secifically to work with the extra blend bones. Kavan and Sorkine [] take an interesting aroach by using two deformers deending on the kind of rotation. For twist rotations, they use a quaternion deformer, and linear blend deformation is used for any other kind of rotation. Each deformer had its own set of weights that are comuted and otimized using examles for some reresentatives oses, using biharmonic weights as base. To hel to understand the main features of some of the main skinning algorithms, we have created Table I. Our roosed method relays on the segmentation to create a weight distribution algorithm and a deformation scheme without the candy-wraer artifact. We use the outut of the delta value (ı) as a normalized distribution value to comute the rogressive change in the twist angle for each segmented limb (a link between the joints of the skeleton). Our segmentation algorithm is based in art-tye segmentation, using a reviously rigged mesh that can be created by an artist or by an automatic method such as []. In our articular case, the semantic (the elements that reresents a limb) arts of the art-tye segmentation are already created: the underlying logic skeleton. Therefore, our algorithm is not a full automatic segmentation algorithm, and a benchmark such as the one described in [] is not viable because of our deendency in a re-defined skeleton and our lack of exlicit control arameters. Our method is created with the urose of detecting vertices that belong to each semantic art, in this case: the link between a joint and its child; therefore, we do not have a set of control arameters; our method is imlicit, and our only control arameter is the skeleton that has been created reviously. The number of segments of the segmented mesh will have a direct relationshi with the number of bones or links that our skeleton rig had; the same model will have different segmentations if our method is alied to different skeletons bounded each time to the same mesh.although our algorithm works for non-closed T1 Q5 Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. 3 DOI:./cav

5 Segmentation-based skinning J. E. Ramírez Flores and A. Susin Sánchez Q7 Q6 F1 Table I. Weight distribution and skinning methods features comarison. Features [] [1] [] [] [] [] [] [3] [] [] Nonlinear olynomial weight function Heat-diffusion weight function Rigid skinning re-roc. Quaternion based Linear blend skinning matrix modification Post-roc. volume correction Nonlinear arox., using additional bones Two deformers combination Methods: realistic skeleton driven skin deformation [], Pinocchio [1], bounded biharmonic weights [], dual quaternion skinning/dual quaternion iterative blending [], sherical blend skinning [], strech-it [], volume-reserving mesh skinning [], exact volume reserving skinning with shae control [3], automatic linearization of nonlinear skinning [], and elasticity-insired deformers for character articulation []. meshes and characters that are defined in multile meshes, we will exlain the method with the assumtion that we have as inut a single closed mesh. We have chosen a region growing method, because it is fast and deends directly on the number of vertices in a 3D mesh. Works like in [3] and [9] are similar to our method but relays in a voxelization of the inut model. A voxelization rocess can be very time-consuming deending in the voxel size, and as is exlained in [9], the main roblem is to know which voxels are internal voxels to roduce a solid model. One of our objectives is to roose a novel and fast method that can be used in a model with an arbitrary ose (not constrained to an ideal T-Pose). In our roosed weight assignment method, inut mesh segmentation is the base, but we use it at a high level, because we store for each vertex their articular segmentation information to create a fast weight assignment, our aroach is to create the segmentation and the weight assignment as two searated methods, because we also use the segmentation to create a new set of weights to solve the candy-wraer artifact effectively. Our algorithm is comosed of three stages: (1) Region growing. In this stage, we assign to each vertex a set of segments that can be the segment where it belongs. (2) Belonging test. For each candidate segment in a vertex, defined in the revious ste, we aly a set of rules to discriminate which is the most suitable segment to be assigned. (3) Region merge. If false ositives exist, we merge them with one of their surrounding neighbor regions. In the following section, we are going to describe in detail each stage. 3. METHODS Before we start exlaining our segmentation algorithm, we will exlain a key feature of our method: The maing of the skeleton to a tree data structure (Figure 1). Skeleton maing allows us to traverse the skeleton hierarchically, the maing is not erformed by joints but by joint airs, that is, a joint jn a and its child jn b define a node in our tree data structure (a segment that we will reference as s j )that has end joints as secial cases. Therefore, a skeleton will have m number of segments for a skeleton with n joints, with m > n (m is greater than n because the end nodes are counted as segments of its own) and will be related directly by their hierarchy deending their osition within the tree data structure Region Growing Our algorithm starts using one of the root node related segments as initial growing region. We test if a vertex v i belongs to a segment defined by the joints jn a and jn b, using their coordinates to comute the orthogonal rojection value ı as defined in []: ı D.v i jn a /.jn b jn a / kjn b jn a k 2 (1) The ı value classifies the relative osition of the oint and the segment: ı < 0 if the oint rojection is before the segment, 0 <ı<1 if the oint rojection is inside the segment, and ı > 1 if the oint rojection is after the segment. We aly our test for each segment in the skeleton hierarchically, using the delta function combined with region grown as tool to check if this vertex is candidate to being inside a segment for each vertex traversed. Region growing needs a seed to begin with,; for the first segment, the seed can be a manually chosen vertex, or can be the closest vertex to the root node that belongs to the initial segment measured in Euler distance. In our case, we use a vertex that had a delta value between 0 and 1 as seed (the vertex is in the influence sace of the segment). If the value of delta is greater than 1, we comute the delta value outut for the child segment (next segment in hierarchy). If its value is not in the child segment influence sace, we mark it as candidate for being art of the current Q8 Q Q Q9 Q Q 4 Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. DOI:./cav

6 J. E. Ramírez Flores and A. Susin Sánchez Segmentation-based skinning F2 Figure 1. Equivalence between a logic skeleton used in animation and a n-ary hierarchy tree. segment; therefore, only vertices with delta value greater than 0 can be candidates if all the conditions are accomlished, and as consequence, only a ortion of the vertices of the mesh are checked er segment. The region-growing method marks as candidate a vertex for a secific segment; therefore, when all the segments are comuted, we will have a list of segments for each vertex v i,beingv i a candidate vertex to be art of the influence sace of a segment s j Belonging Test Because of the nature of the delta value, some vertices that are not art of a articular segment are marked as candidates (Figure 2). Therefore, a discrimination of segments in a candidate vertex v i is needed. We aly the following test to select the segment s j in the segment list denoted by Ls for each vertex v i : For each segment s j in the segments list Ls, we comute the angle ij between the weighted normal n i (the mean value of the sum of the normals of the vertex and its 1 connected neighbors) and the vector v i Es j (the vector that had the shortest distance d ij from a segment s j to the vertex v i ). The segments with an angle ij > are discarded. End nodes cannot be discarded by the anterior rule. We assign the vertex v i to the segment s j with the lowest distance d ij from the segment to the vertex. This simle set of rules allows us to aly our algorithm in meshes that are not in the ideal T-Pose;ascanbe seen in Figure 4, it can be alied to rigged meshes with arbitrary oses Region Merging Figure 3(a) shows an examle of vertex assignation with our region-growing algorithm and the belonging test in an arbitrary ose that results in false ositives. This roblem is caused because of the orientation of the ondered normal of some vertices with the vector v i Es j, and it deends basically on the face orientation in some vertices; we solve this roblem using region merging. Our region-merging method creates for each region s j (corresonding to a segment) a list with subsets of vertices connected; we basically create subsets of vertices interconnected in a segment region. The largest subset in the list will be the definitive set for the comuted segment region s j ; the remaining subsets will be merged, each one with its largest neighbor region (the region that had the highest number of vertices connected with the analyzed subset). The comlexity of our segmentation method is O.Sn 2 /, being n the number of vertices in a 3D mesh, and S the number of segments created from a skeleton, the O comlexity analysis of our method is included in Aendix A. 4. SEGMENTATION-BASED SKINNING In this section, we will exlain how our roosed segmentation algorithm can be used for automatically generating vertex weight information for skinning. The main advantage of generating weights based on our segmentation algorithm is that we have identified already the main influence joint for each vertex in a mesh, which also alies for the case of meshes with arbitraryoses F3 Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. 5 DOI:./cav

7 Segmentation-based skinning J. E. Ramírez Flores and A. Susin Sánchez Q F4 F5 Figure 2. Candidate vertices for the right-hi segment selected by our region-growing algorithm before the belonging test. Figure 3. Comarative between the same mesh before and after alying the merge region rocedure; (a) false ositives in a segmented mesh and (b) segmented mesh after merge region (some ondered normals in yellow). (Figure 4). Then, the weight generation is comuted hierarchically involving only the joints that had a direct relation with the main joint, instead of distributing the weights by a geometrical method, where the influence joints are comuted by its distance to a vertex [1]. As an examle, in the automatic weight algorithm used by AUTODESK MAYA artifacts are created (Figure 5); aarently the weights are calculated using a shere with its center in the current vertex using Euclidean distances in the weight comutation for each influence joint. Using the segmentation algorithm described in the revious section for each vertex v i, we had stored in a data structure the main influence joint jn k. Then, as we will show next, we use a distance metric to comute the weight for the main joints an its siblings. We exress the distribution function for each weight as w ik D F.d ik /; in our secific case, we use the normalized rojection of a vertex v i over the skeleton s links Selection of the Distribution Function and Distance Function. All the algorithms that calculate automatically the weights for the LBS have exlicitly or imlicitly two comonents: (1) Distance function.dstf/. A function that calculates a number. This number can be a direct or indirect relation with a kind of distance from a vertex to the main influence joint( and consequently the main influence link). The distance function is imortant because its outut will be used directly by the distribution function; therefore, a function that calculates the Euclidean distance will give us a different outut that another one uses a geodesic distance. (2) Distribution function.dtbf/. This function takes a set of numbers and mas it to a set of values between 0 and 1. Its outut will be the weights assigned to a vertex for each joint of the character. If the Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. DOI:./cav

8 J. E. Ramírez Flores and A. Susin Sánchez Segmentation-based skinning Figure 4. Segmentation in meshes with different oses, our segmentation algorithm is not restricted to a secific ose to roduce an adequate mesh segmentation. Figure 5. Artifact generated in an animation frame of a mesh (a) because of an imroer weight assignation by the AUTODESK MAYA automatic weight assignation algorithm, corrected by our segmentation-based weight assign algorithm (b). sum of the weight values is different from 1, the roduced deformation will have artifacts deending on the influence of each joint. The distribution function is the most imortant art in the weight comutation for the LBS algorithm; the deformation behavior of a mesh deends on the distribution function. Any function can be used as distribution function, but the quality of the outut deformation can change according to the chosen function. In [1], a heat equilibrium equation is used as DstF Used Distance and Distribution Functions. In our articular case, we use the ı value described in Section 3.1 as DstF (a consequence of the segmentation), because its outut is a normalized measure based in distance of the rojection of the vertex over the link instead of the Euclidean distance from the vertex to a joint that is more deendent of the shae of the inut mesh. As distribution function (DtbF), we use a Gaussian function, defining the center of the function in the center of the main influence link to create a skinning behavior mostly rigid in the center of the links and smooth in the joint areas. Our DstF is defined as f.x/ D ae.x 0.5/2 2c 2 (2) where a is the maximum value of f.x/ and x is the outut value from the distance function. The inflection oint is controlled by the value of the constant c; c is imortant because if we choose the incorrect value (an extremely low or a big value), we might have rotational continuity artifacts. The values comuted by the function f.x/ are the weights for each influence joint in a articular vertex v i, after assigning the weight values, we normalize it; if the weights are not normalized, artifacts are roduced because of the sum greater than 1 in the influence joints weight values Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. 7 DOI:./cav

9 Segmentation-based skinning RR EC TE D In LBS, one of the main roblems of this widely used deformation scheme is the candy-wraer artifact. The candy wraer in lain words is a loss of volume over the mesh caused mainly because of the abrut change of osition between two sets of vertices that is generated when a link rotates more than ı and is at its maximum when the rotation reaches over 0ı in the axis that is aligned with the link direction (Figure 6(c)). The LBS is basically a weighted sum of the set of vectors for each vertex of a olygonal mesh. A more detailed exlanation can be found in [] and [] To eliminate the loss of volume in a rotation over the link vector, we will avoid the abrut change of angle in a twist rotation, which is the main reason of volume loss in LBS. Our aroach is based on keeing the same rotation angle over all influence joints in a vertex when a twist rotation is alied; although the rotation angle will be the same for all the joints in a vertex, this angle will be assigned rogressively deending on its rojection on the link segment (the closest link) using ı. In our modification over the LBS deformation scheme, we use the segmentation algorithm. A segment sj is defined by two joints as main comonents: jna and jnb. The vertex with lower hierarchy will be the main joint; therefore, twist rotations over jna in a segment will be alied normally. When a twist rotation is made over the joint jnb, we comute the rotation angle rogressively for each vertex on that secific segment. As can be seen in Figure 7, when we made a 0ı rotation over its link axis, the LBS alies the deformation in two segments (Figure 7(a)), but our deformation scheme is alied only in one segment F 5. SEGMENTATION-BASED LINEAR BLEND SKINNING 5.1. Our Aroach. PR OO In our test over multile meshes, we had used a hierarchy value of 1; for most of the vertices, this roduces three influence joints for each vertex, which is the number of influence joints that is usually used for the vertices of a rigged character. The values used for the Gaussian function are a D 1.3 and c D 0.; these arameter values generate the best results in our tests. CO Figure 6. Linear blend skinning deformation method alied to a cylinder (a), a roer deformation in the x -axis (b), and the candy-wraer artifact roduced by a twist rotation (c). UN F6 J. E. Ramírez Flores and A. Susin Sánchez Figure 7. Deformation of a bar (a) with linear blend skinning (b), the deformation is alied in two segments with its resective loss of volume roduced by a twist rotation greater than 0ı. In our aroach, we aly the deformation solely in one segment, reventing the loss of volume and self intersection (c) and (d). 8 Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. DOI:./cav F

10 J. E. Ramírez Flores and A. Susin Sánchez Segmentation-based skinning (Figure 7(b)); we believe that this is a more natural behavior if we take the way of how a human limb deforms itself Simlest Case. To exlain our deform scheme, we start with the simlest case: a link with the same direction of the canonical axis. A twist rotation over a link axis can be classified by the hierarchy that has the rotating joint jn k in the segment s j of a articular vertex v i. (1) Our segmentation algorithm is alied to the target mesh obtaining an additional weight that will be the value ı.v i / for each vertex and its assigned segment s j. This value will be stored to be used in ste 4. (2) For a vertex v i in the target mesh, all the joints that influence v i are stored and sorted in a list by its hierarchy. Inside our list of influence joints, every time a child joint is added, its hierarchy will be increased by one of its father hierarchy value. (3) If a rotation with angle i is erformed over the joint jn b of the segment assigned to v i,then i is stored for comutation. As we had mentioned, a segment made by the joints, jn a and jn b (! ba), is arallel to the canonical axis in this case. (4) For a joint jn k, which is also the joint jn a in the segment s j assigned of a vertex v i, we will comute the rotation angle as i 0 D i ı.v i /. The rotation matrix Mjn ık is comuted with i 0 ; in the chain of rotations, Mjn ık will be multilied by Mjn k : Mjn 0 ık D! ky Mjn i Mjn ık (3) (5) The joints with different hierarchy than jn k need to be rotated with the same angle of the segmented link axis; then, the exression for any joint with hierarchy lower than jn k will be i 0 1 k n M 0 Y ky ık n Mjn i Mjn 0 ha Mjn ık (4) 0 k nc1 kq where Mjn 0 h is an iterative roduct of rotation k nc1 matrices that will have only rotations over the link axis of every joint with higher hierarchy between the joints jn k n and jn k. (6) Joints with higher hierarchy than jn k will have the same rotation of the assigned link axis. In a similar way as in the revious oint, any joint with higher hierarchy than jn k (jn kcn ) needs to be multilied by the negative angle of the link axis of each of the revious joints. The exression for a joint with higher hierarchy than jn k will be Figure 8. Candy-wraer artifact in the uer art of a segment roduced by not alying our method to joints with hierarchy greater than j n. 0 1 kcn M 0 Y kcn Y ıkcn Mjn i Mjn 0 ha Mjn ık (5) 0 kc1 where kcn Q Mjn 0 h is an iterative roduct of rotation kc1 matrices that will have negative angle rotation over the link axis of every joint with lower hierarchy between joints jn kc1 and jn kcn. (7) If a rotation over the arent segment of v i assigned segment is erformed, a rotation over the joint jn a of the segment has been made. This rotation needs to be corrected; otherwise, the candy-wraer artifact will be resent again (Figure 8). To revent this situation, the chain of rotations for influence joints with hierarchy lower than jn a must be multilied by the rotation chain described in Equation (4) but with the rotation matrix Mjn ık as identity ( D 0). As has been mentioned reviously, the idea to avoid the loss of volume is based on having the same rotation of the segmented link in all the influence joints when a rotation is erformed but only if that rotation is over the segmented link of a vertex. As can be seen in Equation (4), the rotationexressedby Q k nc1 k Mjn 0 h roduct has to be alied before any rotation from the skeleton sace to the world coordinates has been erformed. If the roduct is alied Qk n after the original set of rotation 0 Mjn i, volume loss artifacts are roduced. Putting all the revious cases and information in one exression, we obtain 0 i D X w m M 0 ım M Lm i (6) where M 0 ım will be Mjn 0 ık,m 0 ık n or M 0 ıkcn deending on the hierarchy of the joint F8 Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. 9 DOI:./cav

11 Segmentation-based skinning J. E. Ramírez Flores and A. Susin Sánchez T General Case. The general case of our method takes into account that a limb of a virtual character is not always aligned with the canonical axis; therefore, when a rotation over a limb is made, the rotation had to be over the axis made by the link of the joints jn a and jn b. In Equation (6), we made the assumtion that this link is aligned with one of the axis; in the general case, we will take the axis made by the link and we will rotate around it the segmented vertices of the mesh. The rotation over an arbitrary link can be carried out with quaternions or with its equivalent in matrix rotation comuted by Rodrigues rotation formula using the following exression: v R D v cos C.u v/ sin C u.u v/.1 cos / (7) if we exress the cross roduct.uv/ as the rotation matrix M u v, the Rodrigues formula can be exressed as R u D I C M 2 u.1 cos /C M u sin therefore, v R D R u v. When a rotation is alied in a link l k with an arbitrary osition, we use the next rocedure to comute the rotation over a vertex. (1) We identify the nearest axis ax k in orientation with l k. (2) The angle is extracted if a rotation over the ax k exists. (3) If the angle between ax k and l k is greater than ı, we take the negative value of as the rotation angle using the negative of M u. (4) We aly Equations (3), (4), or (5) deending on the case, but M 0 ım is relaced with R u with 0 i D i ı.v i / as rotation angle and kl k k as u, wherel k will be the link of the segment where the influence joint jn k is assigned. Our aroach is similar to [] but with substantial differences: we use the ı value to obtain an additional weight that had the urose of being the rotation amount of the twist rotation; our rotation scheme alies twist rotations over segments instead of the classic way that is over the influenced joint vertices. We aly our deformation correction in more than one influence joint down and u in hierarchy, and finally, we are not restricted to canonical axis only. 6. RESULTS As can be seen in Table II, the times of our segmentation algorithm deends on the number of vertices of the inut model mesh. The weight assignment algorithm uses the segmented vertices; therefore, the segmentation method used on the inut mesh does not have an imact in the weight assignment rocessing times, but their outut Table II. Segmentation rocessing times. Model Num. Vert. Seg. (sec.) Weight Assg. (sec.) Low res. 0.. Mid res High res Table III. Comarison between deformation methods (rocessing times). Rotation # DualQuat (ms) LBS (ms) SLBS (ms) LBS, linear blend skinning; SLBS, segmentation-based linear blend skinning. values deend on the segmentation outut. All the rogramming and test of our algorithms where erformed in an Intel Core i3 at 2.1 GHz, 6 GB in RAM, Windows 7 with Visual Studio with a bits C++ comiler and tested over AUTODESK MAYA. In the skinning world, it is customary to comare the erformance of a new roosed skinning algorithm with the most oular algorithm because of its simlicity and its linear nature: LBS, robably LBS has the best erformance of all the skinning algorithms used u to date. We also comare the erformance of our algorithm with another oular skinning solution: DQS. DQS has a lower erformance than LBS, but it solves one of its main roblems: the well-known candy-wraer artifact. Therefore, these are the two main algorithms to comare a new roosed method in the field. As we have carried out in Section 6.0.3, a sequence of six deformations is alied to a test model (a bar) and are reorted in Table III. The imlementation of our segmentation-based LBS for general urose can be almost six times slower than LBS; in our test, we use an otimized version of segmentation-based LBS for three segments (the main one, their father, and child) alying it to a total of four joints. All the remaining influence joints with or without twist rotation will be solved with LBS; four joints are the usual number of influence joints for almost all vertices in a rigged mesh; even if that is not the case, the influence weight is commonly retty low for joints related in second degree to the main segment s joints that can be solved with LBS without affecting the outut (as can be seen in Figure 9). With the otimization, our algorithm is very fast having a difference of 0. milliseconds with LBS, and it is faster than DQS; in terms of quality, our algorithm shows the roer results without the candy-wraer artifact of the LBS or the artifacts caused by the weight distribution showed in the DQS algorithm that are solved roerly with dual quaternion iterative blending (DIB) T3 F9 Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. DOI:./cav

12 J. E. Ramírez Flores and A. Susin Sánchez Segmentation-based skinning Figure 9. Segmentation-based linear blend skinning outut alied over an animated character in different frames over time (character hitting a soccer ball) Volume Preservation. To know how much volume is lost when a rotation is made with our method, we have made a set of rotations over a mesh. The volume is comuted using a tetrahedron reresentation with negative volumes (a negative volume will be comuted for each face in the inut mesh with negative direction in its surface normal); the result is in the next table. In all cases, the set of weights for the deformation methods are the same. We aly six rotations over Table IV. Comarison between outut volumes from deformation methods (error ercentage). Rotation # DualQuat (%) LBS (%) SLBS (%) LBS, linear blend skinning; SLBS, segmentation-based linear blend skinning. the joints jn 1 to jn 3 of the five joints in the bar mesh with an initial volume of units, leaving left of the test the end joints (jn 0 and jn 4 ). The set of rotations are lanned to show the behavior of every deformation scheme; the results that are shown in Table IV are error ercentages, where e i D V 0 V i. The rotations in sequence are V 0 (1) 0 ı in the y axis, joint jn 1. (2) 0 ı in the y axis, joint jn 2. (3) 0 ı in the y axis, joint jn 3. (4) ı in the x axis, joint jn 1. (5) ı in the z axis, joint jn 2. (6) ı in the z axis, joint jn 3. In Table IV, as exected, the method that had lost volume the most is LBS, followed by our method with DQS with the best erformance of the three methods. Figures and show the surface areas were DQS and LBS oerates, one with the test erformed and a new test of a 0 twist rotation over the arm of two characters; the surface areas are lower in each one than the area were our method oerates because the main weight distribution is the same for all the methods. In our method, we have two set of weights: Figure. Outut volumes for different deformation methods. From (b) to (d), rotation 3 and from (e) to (g), rotation 6. LBS, linear blend skinning; DQS, dual quaternion skinning; SLBS, segmentation-based linear blend skinning T4 F F Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. DOI:./cav

13 Segmentation-based skinning J. E. Ramírez Flores and A. Susin Sánchez T5 Figure. Deformation over an arm for two meshes erformed by different deformation methods, with a 0 ı rotation. SLBS, segmentation-based linear blend skinning; LBS, linear blend skinning; DQS, dual quaternion skinning. Table V. Comarison between outut errors from two models with different volume magnitude. Rotation #.8 units model (%) units model (%) the main (taken directly from LBS) will have effect over all the rotations that are not aligned with the segmented link axis (twist rotations); the second set is obtained from the ı value. If a behavior different than the lineal one obtained through the ı value is desired, an outut function must be alied over the results ı. Our method can manage degenerated cases such as rotations equal and greater than 0 ı because of its rogressive nature. As an examle of this feature, in LBS, if a rotation angle is greater than 0 ı, will be equivalent to the difference between and 0 ı ; in general, the rotation angle in LBS will behave by the relation 0 D 0 j 0 j j 0 ; j in DQS, the rotation about 0 ı roduces serious artifacts as is showed in []; only DIB roduces a correct outut. With our method, this degenerated case is roerly solved, because is changing smoothly between vertices by the ı value, instead of changing deending on the weights values. To test how stable is our deform method, we have modified the bar model; we have made two modifications: one varying tuning down the total volume of our bar and other increasing the volume. The same set of rotations had been alied to these modified models; the results are shown in Table V. As seen in Table V, the variation between the two models are indicative of a stable method. When the results of the set of rotations of the original model (Table IV) and the result of the outut errors on the modified volume models are comared, the outut errors are similar Discussion The segmentation in the automatic rigging algorithms [2] and [] shares one main feature in their segmentation: the segmentation is art of the skeleton extraction rocess; therefore, their segmentation will fit erfectly with the segments of their outut skeleton. Our case is different; we are not working directly with the vertices of the target mesh to roduce a skeleton; we instead take a rigged mesh and roduce a segmentation deending of the bound skeleton to the target mesh. Our automatic weight assign algorithm was develoed with the same objective as the one showed in [1]: create a set of weights having only as inut a 3D rigged mesh. Other algorithms such as [,,,,,] had a set of examles to comute (or extend in some cases) the weights of each vertex in a character 3D mesh. Works like [3,8] and [] reserve the volume of a mesh after its deformation; however, they comensate the loss of volume as a ost-rocess; their results are notable, but it adds comutation time to the animation ieline, and they can only solve roerly twist rotations with an angle 0 ı < < 0 ı, because if 0 ı, a self intersection artifact is roduced, and it cannot be corrected by any volume reservation ost-rocess; our roosed method solves correctly twist rotation angles greater than 0 ı with low loss of volume. A main oint of comarison in the case of the skinning algorithm is the work develoed by Kavan in []; DQS uses the same weight influence base of LBS and also corrects the candy wraer, but it also introduces a bulging artifact in rotation over limbs such as elbows or knees by the nonlinear behavior (similar to a shere) of DQS; our method does not have that kind of roblem because it uses fundamentally LBS with the excetion of twist rotations. Another roblem addressed in [] are the artifacts that DQS Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. DOI:./cav

14 J. E. Ramírez Flores and A. Susin Sánchez Segmentation-based skinning Table VI. Skinning algorithms main advantages comarison. Features DQS [] Segmentation-based skinning LBS DIB [] ALNS [] Uses LBS weights Solves candy-wraer artifact Solves or not roduces bulging artifact Produces correct results with rotations over 0 ı Short rocessing times DQS, dual quaternion skinning; LBS, linear blend skinning; DIB, dual quaternion iterative blending; ALNS, automatic linearization of nonlinear skinning. Figure. Segmentation algorithm alied over meshes with different shaes and number of joints in their skeletons. creates when the rotation over the link axis is close to 0 ı, artifacts that our solution does not have with the trade off of having longer comuting times than LBS and DQS in its unotimized version but similar in quality to DIB, which is more than five times slower than DQS []; in its otimized imlementation, our method is aroximately as fast as LBS. The method used in [] is similar to our aroach in the sense that they use as base LBS; for rotations in local coordinates XY lane (swing) and for rotations over Figure. Segmentation alied over a multi-mesh character. local z axis (twist), they change to a nonlinear interolation method (an aroximation to DQS). They also aly the twist rotation in the middle of the link segment and not over the target joint in a similar way we aly it in our extension of LBS. When a rotation is made over a segment link axis, their erformance is not clear because of its lack of rocessing times on the skinning stage, but their main overhead is resent when the two deformers are evaluated; because of its close relation to DQS, we believe that Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. DOI:./cav

15 Segmentation-based skinning J. E. Ramírez Flores and A. Susin Sánchez T6 F F Q deformations closer or higher than 0 ı lead to artifacts resent also [] that are roerly solved by DIB or our method; we had created Table VI that shows the features that our method share with other geometry-based skinning methods. 7. CONCLUSIONS AND FUTURE WORK We have develoed a novel segmentation algorithm that works over the vertices of an inut rigged mesh only; their main features are that it is not restricted to a secific ose (can deal with rigged meshes in arbitrary oses), arbitrary number of joints in the rig, or to a secific kind or shae (Figure shows the segmentation algorithm alied to some non-anthroomorhic meshes), and it is low in comutation times. Because it works solely with the vertices of a rigged mesh, its adatation to rigs with multile meshes is easy (Figure ). Segmentation is imortant because it is a concet that simlifies and makes easier the weight assign rocess, while other algorithms deend on minimization algorithms or uses the weights assigned by other methods as a starting oint. A good segmentation can be useful even for digital 3D artist as base to aint influence weights on a desired model. The widely used LBS algorithm had the well-known candy-wraer artifact; to overcome this roblem, we had develoed a skinning algorithm based in LBS. Our algorithm can handle advance deformations (twists over a link greater than 0 ı ), without volume loss or unrealistic artifacts, is not deendent on examles, uses weights generated for an LBS deformation scheme, and generates automatically the extra weights needed. Our method was develoed entirely in AUTODESK MAYA as a lug-in in ANSI C++; this had the objective of making easier the diffusion around the animation community and being indeendent of the hardware used. Although the roject was made using the Visual C++ comiler of Microsoft, with some changes, a ort to Mac, Linux, or another oerating system that suorts Maya and a C++ comiler will be ossible. Our segmentation algorithm can be imroved in the region-growing stage; we are using Euclidean distances and rojections to discriminate the candidates, but in inut meshes with arbitrary oses, the task can be difficult, leading to false ositives that must be refined by hand. To solve this roblem, we want to exlore an algorithm that uses geodesic distances (such as []) to unfold the arbitrary ose to something closest to T-Pose; therefore, we can use geodesic distances directly in the region-growing stage and use a simler rule set to discriminate candidates. To imrove our skinning weight assign algorithm, we want to exlore an algorithm based on examles, such as [], that allow us to aly the information obtained by the examles in models with similar shae. We are using a Gaussian function as weight distribution function, but we want to test which are the results with different kind of functions such as Bezier curves or a function of high order to roduce smoother transitions between two connected segments to avoid weight-based artifacts. The algorithms deicted in this aer are sequential because of the nature of our imlementation as a Maya lug-in; an interesting alternative will be a arallelized version in CUDA to imrove its erformance. The distribution function of the extra weight in our skinning algorithm is linear; a different distribution function may lead to different twist behavior. A toic to exlore in our skinning method as future work will be volume reservation; to achieve this goal, we can lug an algorithm to the outut of our skinning method to achieve a volume loss of 0% or closer; although the volume loss of our deformation algorithm is low, we want to test their imrovement with a volume-correction algorithm such as []. REFERENCES 1. Baran I, Poović J. Automatic rigging and animation of Q 3D characters. In SIGGRAPH : ACM SIGGRAPH Paers, New York, NY, USA, ;, ACM. 2. Bharaj G, Thormählen T, Seidel H-P, Theobalt C. Automatically rigging multi-comonent characters. Comuter Grahics Forum ; : 7 7. Wiley Online Library. 3. Rohmer D, Hahmann S, Cani M-P. Exact volume reserving skinning with shae control. In Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Symosium on Comuter Animation, SCA, New York, NY, USA, ;, ACM. 4. Shamir A. A survey on mesh segmentation techniques. Comuter Grahics Forum ; (6):. 5. de Aguiar E, Theobalt C, Thrun S, Seidel H-P. Automatic conversion of mesh animations into skeleton-based animations. Comuter Grahics Forum --; (2): Tierny J, Vandeborre J-P, Daoudi M. Toology driven Q 3D mesh hierarchical segmentation. In Shae Modeling International, IEEE Comuter Society, ; James DL, Twigg CD. Skinning mesh animations. In ACM SIGGRAPH Paers, SIGGRAPH, New York, NY, USA, ; 9 4, ACM. 8. Rohmer D, Hahmann S, Cani M-P. Local volume reservation for skinned characters. Comuter Grahics Forum. 9. Dionne O, de Lasa M. Geodesic voxel binding for roduction character meshes. In Proceedings of the th ACM SIGGRAPH/EUROGRAPHICS Symosium on Comuter Animation, SCA, New York, NY, USA, ; 3 0, ACM.. Kavan L, Žára J. Sherical blend skinning: a real-time deformation of articulated models. In Proceedings of the Symosium on Interactive 3D Grahics and Games, I3D, New York, NY, USA, ; 9, ACM Q Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. DOI:./cav

16 J. E. Ramírez Flores and A. Susin Sánchez Segmentation-based skinning Q. Lewis JP, Cordner M, Fong N. Pose sace deformation: a unified aroach to shae interolation and skeleton-driven deformation. In Proceedings of the th Annual Conference on Comuter Grahics and Interactive Techniques, SIGGRAPH 00, New York, NY, USA, 00; 5 2, ACM Press/Addison-Wesley Publishing Co.. Jacka D, Reid A, Merry B. A comarison of linear skinning techniques for character animation. In Afrigrah, ; 7 6, ACM.. Wang XC, Phillis C. Multi-weight enveloing: least-squares aroximation techniques for skin animation. In Proceedings of the ACM SIG- GRAPH/EUROGRAPHICS Symosium on Comuter Animation, SCA, New York, NY, USA, ; 9 8, ACM.. Sloan P-PJ, Rose CF, III, Cohen MF. Shae by examle. In Proceedings of the Symosium on Interactive 3D Grahics, I3D, New York, NY, USA, ; 5 3, ACM.. Mohr A, Gleicher M. Building efficient, accurate character skins from examles. In ACM SIGGRAPH Paers, SIGGRAPH, New York, NY, USA, ; 2 8, ACM.. Merry B, Marais P, Gain J. Animation sace: a truly linear framework for character animation. ACM Transactions on Grahics ; (4): 00.. Mohr A, Gleicher M. Deformation sensitive decimation. Technical Reort,.. Yang XS, Zhang JJ. Realistic skeleton driven skin deformation. In Proceedings of the International Conference on Comutational Science and Its Alications Volume Part III, ICCSA, Berlin, Heidelberg, ;, Sringer-Verlag.. Jacobson A, Baran I, Poovic J, Sorkine O. Bounded biharmonic weights for real-time deformation. ACM Transactions on Grahics ; (4):.. Kavan L, Collins S, Žára J, O Sullivan C. Geometric skinning with aroximate dual quaternion blending. ACM Transactions on Grahics ; (4): 1:1 1:.. Kim YB, Han JH. Bulging-free dual quaternion skinning. Comuter Animation and Virtual Worlds ; (3-4): Yang X, Zhang JJ. Stretch it realistic smooth skinning. In Proceedings of the International Conference on Comuter Grahics, Imaging and Visualisation, CGIV, Washington, DC, USA, ; 3 3, IEEE Comuter Society.. von Funck W, Theisel H, Seidel HP. Volume-reserving mesh skinning. Proceedings of Vision, Modeling, and Visualization : 4.. Pilgrim S, Steed A, Aguado A. Progressive skinning for character animation. Comuter Animation and Virtual Worlds ; (4-5): Zhang JJ, Yang X, Zhao Y. Bar-net driven skinning for character animation. Comuter Animation and Virtual Worlds ; (4-5): Kavan L, Collins S, O Sullivan C. Automatic linearization of nonlinear skinning. In Proceedings of the Symosium on Interactive 3D Grahics and Games, ;, ACM.. Kavan L, Sorkine O. Elasticity-insired deformers for character articulation. ACM Transactions on Grahics (TOG) ; (6): 6.. Ramirez JE, Lligadas X, Susin A. Adjusting animation rigs to human-like 3D models. In AMDO : Proceedings of the 6th International Conference on Articulated Motion and Deformable Objects, Berlin, Heidelberg, ; 0 3, Sringer-Verlag.. Chen X, Golovinskiy A, Funkhouser T. A benchmark for 3D mesh segmentation. ACM Transactions on Grahics (Proc. SIGGRAPH) ; (3).. Pan JJ, Yang X, Xie X, Willis P, Zhang JJ. Automatic rigging for animation characters with 3D silhouette. Comuter Animation and Virtual Worlds ; (2/3): Weber O, Sorkine O, Liman Y, Gotsman C. Context-aware skeletal shae deformation. Comuter Grahics Forum ; : 5 4. Wiley Online Library.. Jacobson A, Baran I, Kavan L, Poović J, Sorkine O. Fast automatic skinning transformations. ACM Transactions on Grahics (TOG) ; (4):.. Katz S, Leifman G, Tal A. Mesh segmentation using feature oint and core extraction. The Visual Comuter ; (8-): 6 6. APPENDIX A: COMPLEXITY ANALYSIS OF THE SEGMENTATION ALGORITHM The calculation of the comlexity O of the segmentation algorithm based in our code imlementation is P SiD1 a 1i n v a 2i n v C Region grow. P njd1.a 3j v j s C a 4j v j s/ C n v SC P mkd1 Vertex belong test..v k a 5k n v / C a 6 n v SC n v C P s ld1.n v a 7l a 8l n v C a 9l n v / Region merge. where 0 5 a 1 :::a are constants, n v is the total number of vertex in a 3D rigged mesh, and S is the total number of segments roduced by the skeleton bounded to the mesh. The simlification of this formula taking some of the constants a1 :::a9 as1is Q Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. DOI:./cav

17 Segmentation-based skinning J. E. Ramírez Flores and A. Susin Sánchez n 2 v SC 3n v S C mn 2 v C a 6n v SC n v C n 2 v S C n vs D 2n 2 v S C n2 v C Sn v.4 C a 6 / C n v D 2.S C 1/n 2 v C n v.s.4 C a 6 / C 1/ D n 2 v S C n vs b C 1 s D n 2 v S Region grow. Vertex belong test. Region merge. therefore, the comlexity of our segmentation algorithm is O Sn 2. AUTHORS BIOGRAPHIES Jorge Eduardo Ramírez Flores Antonio Susin Sánchez Q Com. Anim. Virtual Worlds () John Wiley & Sons, Ltd. DOI:./cav

18 Research Article Segmentation-based skinning Jorge Eduardo Ramírez Flores and Antonio Susin Sánchez In this aer, we roose an aroach based on mesh segmentation for skinning and skeleton-driven animation. Our method is based in watershed segmentation to deal with characters in T-Pose and arbitrary oses; the segmentation is the core algorithm of our method; we use it to develo a simle weight that assigns the LBS deformation method and a modified version of the LBS that avoids the loss of volume (candy-wraer artifact) in twist rotations. Wiley Online Library Grahical TOC

19 Author Query Form Journal: Comuter Animation and Virtual Worlds Article: cav_ Dear Author, During the coyediting of your aer, the following queries arose. Please resond to these by annotating your roof with the necessary changes/additions. If you intend to annotate your roof electronically, lease refer to the E-annotation guidelines. If you intend to annotate your roof by means of hard-coy mark-u, lease use the standard roofreading marks in annotating corrections. If manually writing corrections on your roof and returning it by fax, do not write too close to the edge of the aer. Please remember that illegible mark-us may delay ublication. Whether you ot for hard-coy or electronic annotation of your roof, we recommend that you rovide additional clarification of answers to queries by entering your answers on the query sheet, in addition to the text mark-u. Query No. Query Remark Q1 AUTHOR: Please check the changes made in the short title and article title if aroriate. Q2 AUTHOR: Please check that authors and their affiliations are correct. Q3 AUTHOR: silicing has been changed to slicing based on context. Please check if correct. Q4 AUTHOR: multi-weight enveloing. Is this the correct definition for MWE? Please change if this is incorrect. Q5 AUTHOR: Tables 5, 1, 2, 3, and 4 have been renumbered to Tables 1, 2, 3, 4, and 5, resectively, according to citation order. Please check. Q6 AUTHOR: Please check that all tables are resented correctly. Q7 AUTHOR: Figures 5, 1, 2, 3, 4,, 9, and have been renumbered to Figures 1, 2, 3, 4, 5, 9,, and, resectively, according to citation order. Please check. Q8 AUTHOR: realistic skeleton driven skin deformation. Is this the correct definition for RSDSD? Please change if this is incorrect. Q9 AUTHOR: bounded biharmonic weights. Is this the correct definition for BBW? Please change if this is incorrect. Q AUTHOR: volume-reserving mesh skinning. Is this the correct definition for VPMS? Please change if this is incorrect.

20 Query No. Query Remark Q AUTHOR: exact volume reserving skinning with shae control. Is this the correct definition for EVPSSC? Please change if this is incorrect. Q AUTHOR: automatic linearization of nonlinear skinning. Is this the correct definition for ALNS? Please change if this is incorrect. Q AUTHOR: elasticity-insired deformers for character articulation. Is this the correct definition for EIDCA? Please change if this is incorrect. Q AUTHOR: Figure 5 was not cited in the text. An attemt has been made to insert the figure into a relevant oint in the text lease check that this is OK. If not, lease rovide clear guidance on where it should be cited in the text. Q AUTHOR: comlier has been changed to comiler based on context. Please check if correct. Q AUTHOR: If References 1,,,, and are not one-age articles, lease suly the first and last ages for these articles. Q AUTHOR: Please rovide the location where the roceedings/conference was held for References 6,,, and. Q AUTHOR: Please rovide volume number and age range for Reference 8. Q AUTHOR: Please rovide name of organization and city location for Reference. Q AUTHOR: Please rovide age range for Reference. Q AUTHOR: Please rovide authors biograhies with hotos.

21 USING e-annotation TOOLS FOR ELECTRONIC PROOF CORRECTION Required software to e-annotate PDFs: Adobe Acrobat Professional or Adobe Reader (version 7.0 or above). (Note that this document uses screenshots from Adobe Reader X) The latest version of Acrobat Reader can be downloaded for free at: htt://get.adobe.com/uk/reader/ Once you have Acrobat Reader oen on your comuter, click on the Comment tab at the right of the toolbar: This will oen u a anel down the right side of the document. The majority of tools you will use for annotating your roof will be in the Annotations section, ictured oosite. We ve icked out some of these tools below: 1. Relace (Ins) Tool for relacing text. 2. Strikethrough (Del) Tool for deleting text. Strikes a line through text and oens u a text box where relacement text can be entered. How to use it Highlight a word or sentence. Click on the Relace (Ins) icon in the Annotations section. Tye the relacement text into the blue box that aears. Strikes a red line through text that is to be deleted. How to use it Highlight a word or sentence. Click on the Strikethrough (Del) icon in the Annotations section. 3. Add note to text Tool for highlighting a section to be changed to bold or italic. 4. Add sticky note Tool for making notes at secific oints in the text. Highlights text in yellow and oens u a text box where comments can be entered. How to use it Highlight the relevant section of text. Click on the Add note to text icon in the Annotations section. Tye instruction on what should be changed regarding the text into the yellow box that aears. Marks a oint in the roof where a comment needs to be highlighted. How to use it Click on the Add sticky note icon in the Annotations section. Click at the oint in the roof where the comment should be inserted. Tye the comment into the yellow box that aears.

22 USING e-annotation TOOLS FOR ELECTRONIC PROOF CORRECTION 5. Attach File Tool for inserting large amounts of text or relacement figures. 6. Add stam Tool for aroving a roof if no corrections are required. Inserts an icon linking to the attached file in the aroriate ace in the text. How to use it Click on the Attach File icon in the Annotations section. Click on the roof to where you d like the attached file to be linked. Select the file to be attached from your comuter or network. Select the colour and tye of icon that will aear in the roof. Click OK. Inserts a selected stam onto an aroriate lace in the roof. How to use it Click on the Add stam icon in the Annotations section. Select the stam you want to use. (The Aroved stam is usually available directly in the menu that aears). Click on the roof where you d like the stam to aear. (Where a roof is to be aroved as it is, this would normally be on the first age). 7. Drawing Markus Tools for drawing shaes, lines and freeform annotations on roofs and commenting on these marks. Allows shaes, lines and freeform annotations to be drawn on roofs and for comment to be made on these marks.. How to use it Click on one of the shaes in the Drawing Markus section. Click on the roof at the relevant oint and draw the selected shae with the cursor. To add a comment to the drawn shae, move the cursor over the shae until an arrowhead aears. Double click on the shae and tye any text in the red box that aears. For further information on how to annotate roofs, click on the Hel menu to reveal a list of further otions:

Grouping of Patches in Progressive Radiosity

Grouping of Patches in Progressive Radiosity Grouing of Patches in Progressive Radiosity Arjan J.F. Kok * Abstract The radiosity method can be imroved by (adatively) grouing small neighboring atches into grous. Comutations normally done for searate

More information

CMSC 425: Lecture 16 Motion Planning: Basic Concepts

CMSC 425: Lecture 16 Motion Planning: Basic Concepts : Lecture 16 Motion lanning: Basic Concets eading: Today s material comes from various sources, including AI Game rogramming Wisdom 2 by S. abin and lanning Algorithms by S. M. LaValle (Chats. 4 and 5).

More information

Lecture 8: Orthogonal Range Searching

Lecture 8: Orthogonal Range Searching CPS234 Comutational Geometry Setember 22nd, 2005 Lecture 8: Orthogonal Range Searching Lecturer: Pankaj K. Agarwal Scribe: Mason F. Matthews 8.1 Range Searching The general roblem of range searching is

More information

Efficient Parallel Hierarchical Clustering

Efficient Parallel Hierarchical Clustering Efficient Parallel Hierarchical Clustering Manoranjan Dash 1,SimonaPetrutiu, and Peter Scheuermann 1 Deartment of Information Systems, School of Comuter Engineering, Nanyang Technological University, Singaore

More information

Efficient Processing of Top-k Dominating Queries on Multi-Dimensional Data

Efficient Processing of Top-k Dominating Queries on Multi-Dimensional Data Efficient Processing of To-k Dominating Queries on Multi-Dimensional Data Man Lung Yiu Deartment of Comuter Science Aalborg University DK-922 Aalborg, Denmark mly@cs.aau.dk Nikos Mamoulis Deartment of

More information

Convex Hulls. Helen Cameron. Helen Cameron Convex Hulls 1/101

Convex Hulls. Helen Cameron. Helen Cameron Convex Hulls 1/101 Convex Hulls Helen Cameron Helen Cameron Convex Hulls 1/101 What Is a Convex Hull? Starting Point: Points in 2D y x Helen Cameron Convex Hulls 3/101 Convex Hull: Informally Imagine that the x, y-lane is

More information

AUTOMATIC GENERATION OF HIGH THROUGHPUT ENERGY EFFICIENT STREAMING ARCHITECTURES FOR ARBITRARY FIXED PERMUTATIONS. Ren Chen and Viktor K.

AUTOMATIC GENERATION OF HIGH THROUGHPUT ENERGY EFFICIENT STREAMING ARCHITECTURES FOR ARBITRARY FIXED PERMUTATIONS. Ren Chen and Viktor K. inuts er clock cycle Streaming ermutation oututs er clock cycle AUTOMATIC GENERATION OF HIGH THROUGHPUT ENERGY EFFICIENT STREAMING ARCHITECTURES FOR ARBITRARY FIXED PERMUTATIONS Ren Chen and Viktor K.

More information

521493S Computer Graphics Exercise 3 (Chapters 6-8)

521493S Computer Graphics Exercise 3 (Chapters 6-8) 521493S Comuter Grahics Exercise 3 (Chaters 6-8) 1 Most grahics systems and APIs use the simle lighting and reflection models that we introduced for olygon rendering Describe the ways in which each of

More information

CENTRAL AND PARALLEL PROJECTIONS OF REGULAR SURFACES: GEOMETRIC CONSTRUCTIONS USING 3D MODELING SOFTWARE

CENTRAL AND PARALLEL PROJECTIONS OF REGULAR SURFACES: GEOMETRIC CONSTRUCTIONS USING 3D MODELING SOFTWARE CENTRAL AND PARALLEL PROJECTIONS OF REGULAR SURFACES: GEOMETRIC CONSTRUCTIONS USING 3D MODELING SOFTWARE Petra Surynková Charles University in Prague, Faculty of Mathematics and Physics, Sokolovská 83,

More information

Matlab Virtual Reality Simulations for optimizations and rapid prototyping of flexible lines systems

Matlab Virtual Reality Simulations for optimizations and rapid prototyping of flexible lines systems Matlab Virtual Reality Simulations for otimizations and raid rototying of flexible lines systems VAMVU PETRE, BARBU CAMELIA, POP MARIA Deartment of Automation, Comuters, Electrical Engineering and Energetics

More information

Equality-Based Translation Validator for LLVM

Equality-Based Translation Validator for LLVM Equality-Based Translation Validator for LLVM Michael Ste, Ross Tate, and Sorin Lerner University of California, San Diego {mste,rtate,lerner@cs.ucsd.edu Abstract. We udated our Peggy tool, reviously resented

More information

GEOMETRIC CONSTRAINT SOLVING IN < 2 AND < 3. Department of Computer Sciences, Purdue University. and PAMELA J. VERMEER

GEOMETRIC CONSTRAINT SOLVING IN < 2 AND < 3. Department of Computer Sciences, Purdue University. and PAMELA J. VERMEER GEOMETRIC CONSTRAINT SOLVING IN < AND < 3 CHRISTOPH M. HOFFMANN Deartment of Comuter Sciences, Purdue University West Lafayette, Indiana 47907-1398, USA and PAMELA J. VERMEER Deartment of Comuter Sciences,

More information

IMS Network Deployment Cost Optimization Based on Flow-Based Traffic Model

IMS Network Deployment Cost Optimization Based on Flow-Based Traffic Model IMS Network Deloyment Cost Otimization Based on Flow-Based Traffic Model Jie Xiao, Changcheng Huang and James Yan Deartment of Systems and Comuter Engineering, Carleton University, Ottawa, Canada {jiexiao,

More information

Shuigeng Zhou. May 18, 2016 School of Computer Science Fudan University

Shuigeng Zhou. May 18, 2016 School of Computer Science Fudan University Query Processing Shuigeng Zhou May 18, 2016 School of Comuter Science Fudan University Overview Outline Measures of Query Cost Selection Oeration Sorting Join Oeration Other Oerations Evaluation of Exressions

More information

Improved heuristics for the single machine scheduling problem with linear early and quadratic tardy penalties

Improved heuristics for the single machine scheduling problem with linear early and quadratic tardy penalties Imroved heuristics for the single machine scheduling roblem with linear early and quadratic tardy enalties Jorge M. S. Valente* LIAAD INESC Porto LA, Faculdade de Economia, Universidade do Porto Postal

More information

Introduction to Visualization and Computer Graphics

Introduction to Visualization and Computer Graphics Introduction to Visualization and Comuter Grahics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Comuter Grahics Grids and Interolation Next Tuesday No lecture next Tuesday!

More information

AUTOMATIC EXTRACTION OF BUILDING OUTLINE FROM HIGH RESOLUTION AERIAL IMAGERY

AUTOMATIC EXTRACTION OF BUILDING OUTLINE FROM HIGH RESOLUTION AERIAL IMAGERY AUTOMATIC EXTRACTION OF BUILDING OUTLINE FROM HIGH RESOLUTION AERIAL IMAGERY Yandong Wang EagleView Technology Cor. 5 Methodist Hill Dr., Rochester, NY 1463, the United States yandong.wang@ictometry.com

More information

Robust Motion Estimation for Video Sequences Based on Phase-Only Correlation

Robust Motion Estimation for Video Sequences Based on Phase-Only Correlation Robust Motion Estimation for Video Sequences Based on Phase-Only Correlation Loy Hui Chien and Takafumi Aoki Graduate School of Information Sciences Tohoku University Aoba-yama 5, Sendai, 98-8579, Jaan

More information

Texture Mapping with Vector Graphics: A Nested Mipmapping Solution

Texture Mapping with Vector Graphics: A Nested Mipmapping Solution Texture Maing with Vector Grahics: A Nested Mimaing Solution Wei Zhang Yonggao Yang Song Xing Det. of Comuter Science Det. of Comuter Science Det. of Information Systems Prairie View A&M University Prairie

More information

Using Rational Numbers and Parallel Computing to Efficiently Avoid Round-off Errors on Map Simplification

Using Rational Numbers and Parallel Computing to Efficiently Avoid Round-off Errors on Map Simplification Using Rational Numbers and Parallel Comuting to Efficiently Avoid Round-off Errors on Ma Simlification Maurício G. Grui 1, Salles V. G. de Magalhães 1,2, Marcus V. A. Andrade 1, W. Randolh Franklin 2,

More information

Lecture 2: Fixed-Radius Near Neighbors and Geometric Basics

Lecture 2: Fixed-Radius Near Neighbors and Geometric Basics structure arises in many alications of geometry. The dual structure, called a Delaunay triangulation also has many interesting roerties. Figure 3: Voronoi diagram and Delaunay triangulation. Search: Geometric

More information

Interactive Image Segmentation

Interactive Image Segmentation Interactive Image Segmentation Fahim Mannan (260 266 294) Abstract This reort resents the roject work done based on Boykov and Jolly s interactive grah cuts based N-D image segmentation algorithm([1]).

More information

Randomized algorithms: Two examples and Yao s Minimax Principle

Randomized algorithms: Two examples and Yao s Minimax Principle Randomized algorithms: Two examles and Yao s Minimax Princile Maximum Satisfiability Consider the roblem Maximum Satisfiability (MAX-SAT). Bring your knowledge u-to-date on the Satisfiability roblem. Maximum

More information

An Efficient Coding Method for Coding Region-of-Interest Locations in AVS2

An Efficient Coding Method for Coding Region-of-Interest Locations in AVS2 An Efficient Coding Method for Coding Region-of-Interest Locations in AVS2 Mingliang Chen 1, Weiyao Lin 1*, Xiaozhen Zheng 2 1 Deartment of Electronic Engineering, Shanghai Jiao Tong University, China

More information

CS 428: Fall Introduction to. Geometric Transformations. Andrew Nealen, Rutgers, /15/2010 1

CS 428: Fall Introduction to. Geometric Transformations. Andrew Nealen, Rutgers, /15/2010 1 CS 428: Fall 21 Introduction to Comuter Grahics Geometric Transformations Andrew Nealen, Rutgers, 21 9/15/21 1 Toic overview Image formation and OenGL (last week) Modeling the image formation rocess OenGL

More information

An empirical analysis of loopy belief propagation in three topologies: grids, small-world networks and random graphs

An empirical analysis of loopy belief propagation in three topologies: grids, small-world networks and random graphs An emirical analysis of looy belief roagation in three toologies: grids, small-world networks and random grahs R. Santana, A. Mendiburu and J. A. Lozano Intelligent Systems Grou Deartment of Comuter Science

More information

Collective communication: theory, practice, and experience

Collective communication: theory, practice, and experience CONCURRENCY AND COMPUTATION: PRACTICE AND EXPERIENCE Concurrency Comutat.: Pract. Exer. 2007; 19:1749 1783 Published online 5 July 2007 in Wiley InterScience (www.interscience.wiley.com)..1206 Collective

More information

Privacy Preserving Moving KNN Queries

Privacy Preserving Moving KNN Queries Privacy Preserving Moving KNN Queries arxiv:4.76v [cs.db] 4 Ar Tanzima Hashem Lars Kulik Rui Zhang National ICT Australia, Deartment of Comuter Science and Software Engineering University of Melbourne,

More information

Lecture 3: Geometric Algorithms(Convex sets, Divide & Conquer Algo.)

Lecture 3: Geometric Algorithms(Convex sets, Divide & Conquer Algo.) Advanced Algorithms Fall 2015 Lecture 3: Geometric Algorithms(Convex sets, Divide & Conuer Algo.) Faculty: K.R. Chowdhary : Professor of CS Disclaimer: These notes have not been subjected to the usual

More information

Sensitivity Analysis for an Optimal Routing Policy in an Ad Hoc Wireless Network

Sensitivity Analysis for an Optimal Routing Policy in an Ad Hoc Wireless Network 1 Sensitivity Analysis for an Otimal Routing Policy in an Ad Hoc Wireless Network Tara Javidi and Demosthenis Teneketzis Deartment of Electrical Engineering and Comuter Science University of Michigan Ann

More information

Building Polygonal Maps from Laser Range Data

Building Polygonal Maps from Laser Range Data ECAI Int. Cognitive Robotics Worksho, Valencia, Sain, August 2004 Building Polygonal Mas from Laser Range Data Longin Jan Latecki and Rolf Lakaemer and Xinyu Sun and Diedrich Wolter Abstract. This aer

More information

Stereo Disparity Estimation in Moment Space

Stereo Disparity Estimation in Moment Space Stereo Disarity Estimation in oment Sace Angeline Pang Faculty of Information Technology, ultimedia University, 63 Cyberjaya, alaysia. angeline.ang@mmu.edu.my R. ukundan Deartment of Comuter Science, University

More information

Collective Communication: Theory, Practice, and Experience. FLAME Working Note #22

Collective Communication: Theory, Practice, and Experience. FLAME Working Note #22 Collective Communication: Theory, Practice, and Exerience FLAME Working Note # Ernie Chan Marcel Heimlich Avi Purkayastha Robert van de Geijn Setember, 6 Abstract We discuss the design and high-erformance

More information

Patterned Wafer Segmentation

Patterned Wafer Segmentation atterned Wafer Segmentation ierrick Bourgeat ab, Fabrice Meriaudeau b, Kenneth W. Tobin a, atrick Gorria b a Oak Ridge National Laboratory,.O.Box 2008, Oak Ridge, TN 37831-6011, USA b Le2i Laboratory Univ.of

More information

Earthenware Reconstruction Based on the Shape Similarity among Potsherds

Earthenware Reconstruction Based on the Shape Similarity among Potsherds Original Paer Forma, 16, 77 90, 2001 Earthenware Reconstruction Based on the Shae Similarity among Potsherds Masayoshi KANOH 1, Shohei KATO 2 and Hidenori ITOH 1 1 Nagoya Institute of Technology, Gokiso-cho,

More information

AUTOMATIC 3D SURFACE RECONSTRUCTION BY COMBINING STEREOVISION WITH THE SLIT-SCANNER APPROACH

AUTOMATIC 3D SURFACE RECONSTRUCTION BY COMBINING STEREOVISION WITH THE SLIT-SCANNER APPROACH AUTOMATIC 3D SURFACE RECONSTRUCTION BY COMBINING STEREOVISION WITH THE SLIT-SCANNER APPROACH A. Prokos 1, G. Karras 1, E. Petsa 2 1 Deartment of Surveying, National Technical University of Athens (NTUA),

More information

Space-efficient Region Filling in Raster Graphics

Space-efficient Region Filling in Raster Graphics "The Visual Comuter: An International Journal of Comuter Grahics" (submitted July 13, 1992; revised December 7, 1992; acceted in Aril 16, 1993) Sace-efficient Region Filling in Raster Grahics Dominik Henrich

More information

Learning Motion Patterns in Crowded Scenes Using Motion Flow Field

Learning Motion Patterns in Crowded Scenes Using Motion Flow Field Learning Motion Patterns in Crowded Scenes Using Motion Flow Field Min Hu, Saad Ali and Mubarak Shah Comuter Vision Lab, University of Central Florida {mhu,sali,shah}@eecs.ucf.edu Abstract Learning tyical

More information

Wavelet Based Statistical Adapted Local Binary Patterns for Recognizing Avatar Faces

Wavelet Based Statistical Adapted Local Binary Patterns for Recognizing Avatar Faces Wavelet Based Statistical Adated Local Binary atterns for Recognizing Avatar Faces Abdallah A. Mohamed 1, 2 and Roman V. Yamolskiy 1 1 Comuter Engineering and Comuter Science, University of Louisville,

More information

A DEA-bases Approach for Multi-objective Design of Attribute Acceptance Sampling Plans

A DEA-bases Approach for Multi-objective Design of Attribute Acceptance Sampling Plans Available online at htt://ijdea.srbiau.ac.ir Int. J. Data Enveloment Analysis (ISSN 2345-458X) Vol.5, No.2, Year 2017 Article ID IJDEA-00422, 12 ages Research Article International Journal of Data Enveloment

More information

Leak Detection Modeling and Simulation for Oil Pipeline with Artificial Intelligence Method

Leak Detection Modeling and Simulation for Oil Pipeline with Artificial Intelligence Method ITB J. Eng. Sci. Vol. 39 B, No. 1, 007, 1-19 1 Leak Detection Modeling and Simulation for Oil Pieline with Artificial Intelligence Method Pudjo Sukarno 1, Kuntjoro Adji Sidarto, Amoranto Trisnobudi 3,

More information

COMP Parallel Computing. BSP (1) Bulk-Synchronous Processing Model

COMP Parallel Computing. BSP (1) Bulk-Synchronous Processing Model COMP 6 - Parallel Comuting Lecture 6 November, 8 Bulk-Synchronous essing Model Models of arallel comutation Shared-memory model Imlicit communication algorithm design and analysis relatively simle but

More information

Improving Trust Estimates in Planning Domains with Rare Failure Events

Improving Trust Estimates in Planning Domains with Rare Failure Events Imroving Trust Estimates in Planning Domains with Rare Failure Events Colin M. Potts and Kurt D. Krebsbach Det. of Mathematics and Comuter Science Lawrence University Aleton, Wisconsin 54911 USA {colin.m.otts,

More information

OMNI: An Efficient Overlay Multicast. Infrastructure for Real-time Applications

OMNI: An Efficient Overlay Multicast. Infrastructure for Real-time Applications OMNI: An Efficient Overlay Multicast Infrastructure for Real-time Alications Suman Banerjee, Christoher Kommareddy, Koushik Kar, Bobby Bhattacharjee, Samir Khuller Abstract We consider an overlay architecture

More information

High Quality Offset Printing An Evolutionary Approach

High Quality Offset Printing An Evolutionary Approach High Quality Offset Printing An Evolutionary Aroach Ralf Joost Institute of Alied Microelectronics and omuter Engineering University of Rostock Rostock, 18051, Germany +49 381 498 7272 ralf.joost@uni-rostock.de

More information

Image Segmentation Based on Active Contours without Edges

Image Segmentation Based on Active Contours without Edges Image Segmentation Based on Active Contours without Edges Anca Morar Faculty of Automatic Control and Comuters University POLITEHNICA of Bucharest Florica Moldoveanu Faculty of Automatic Control and Comuters

More information

10. Parallel Methods for Data Sorting

10. Parallel Methods for Data Sorting 10. Parallel Methods for Data Sorting 10. Parallel Methods for Data Sorting... 1 10.1. Parallelizing Princiles... 10.. Scaling Parallel Comutations... 10.3. Bubble Sort...3 10.3.1. Sequential Algorithm...3

More information

Submission. Verifying Properties Using Sequential ATPG

Submission. Verifying Properties Using Sequential ATPG Verifying Proerties Using Sequential ATPG Jacob A. Abraham and Vivekananda M. Vedula Comuter Engineering Research Center The University of Texas at Austin Austin, TX 78712 jaa, vivek @cerc.utexas.edu Daniel

More information

Distributed Estimation from Relative Measurements in Sensor Networks

Distributed Estimation from Relative Measurements in Sensor Networks Distributed Estimation from Relative Measurements in Sensor Networks #Prabir Barooah and João P. Hesanha Abstract We consider the roblem of estimating vectorvalued variables from noisy relative measurements.

More information

Complexity Issues on Designing Tridiagonal Solvers on 2-Dimensional Mesh Interconnection Networks

Complexity Issues on Designing Tridiagonal Solvers on 2-Dimensional Mesh Interconnection Networks Journal of Comuting and Information Technology - CIT 8, 2000, 1, 1 12 1 Comlexity Issues on Designing Tridiagonal Solvers on 2-Dimensional Mesh Interconnection Networks Eunice E. Santos Deartment of Electrical

More information

Using Permuted States and Validated Simulation to Analyze Conflict Rates in Optimistic Replication

Using Permuted States and Validated Simulation to Analyze Conflict Rates in Optimistic Replication Using Permuted States and Validated Simulation to Analyze Conflict Rates in Otimistic Relication An-I A. Wang Comuter Science Deartment Florida State University Geoff H. Kuenning Comuter Science Deartment

More information

High Quality Offset Printing An Evolutionary Approach

High Quality Offset Printing An Evolutionary Approach High Quality Offset Printing An Evolutionary Aroach Ralf Joost Institute of Alied Microelectronics and omuter Engineering University of Rostock Rostock, 18051, Germany +49 381 498 7272 ralf.joost@uni-rostock.de

More information

An Efficient Video Program Delivery algorithm in Tree Networks*

An Efficient Video Program Delivery algorithm in Tree Networks* 3rd International Symosium on Parallel Architectures, Algorithms and Programming An Efficient Video Program Delivery algorithm in Tree Networks* Fenghang Yin 1 Hong Shen 1,2,** 1 Deartment of Comuter Science,

More information

An improved algorithm for Hausdorff Voronoi diagram for non-crossing sets

An improved algorithm for Hausdorff Voronoi diagram for non-crossing sets An imroved algorithm for Hausdorff Voronoi diagram for non-crossing sets Frank Dehne, Anil Maheshwari and Ryan Taylor May 26, 2006 Abstract We resent an imroved algorithm for building a Hausdorff Voronoi

More information

Multicast in Wormhole-Switched Torus Networks using Edge-Disjoint Spanning Trees 1

Multicast in Wormhole-Switched Torus Networks using Edge-Disjoint Spanning Trees 1 Multicast in Wormhole-Switched Torus Networks using Edge-Disjoint Sanning Trees 1 Honge Wang y and Douglas M. Blough z y Myricom Inc., 325 N. Santa Anita Ave., Arcadia, CA 916, z School of Electrical and

More information

MATHEMATICAL MODELING OF COMPLEX MULTI-COMPONENT MOVEMENTS AND OPTICAL METHOD OF MEASUREMENT

MATHEMATICAL MODELING OF COMPLEX MULTI-COMPONENT MOVEMENTS AND OPTICAL METHOD OF MEASUREMENT MATHEMATICAL MODELING OF COMPLE MULTI-COMPONENT MOVEMENTS AND OPTICAL METHOD OF MEASUREMENT V.N. Nesterov JSC Samara Electromechanical Plant, Samara, Russia Abstract. The rovisions of the concet of a multi-comonent

More information

A Metaheuristic Scheduler for Time Division Multiplexed Network-on-Chip

A Metaheuristic Scheduler for Time Division Multiplexed Network-on-Chip Downloaded from orbit.dtu.dk on: Jan 25, 2019 A Metaheuristic Scheduler for Time Division Multilexed Network-on-Chi Sørensen, Rasmus Bo; Sarsø, Jens; Pedersen, Mark Ruvald; Højgaard, Jasur Publication

More information

PREDICTING LINKS IN LARGE COAUTHORSHIP NETWORKS

PREDICTING LINKS IN LARGE COAUTHORSHIP NETWORKS PREDICTING LINKS IN LARGE COAUTHORSHIP NETWORKS Kevin Miller, Vivian Lin, and Rui Zhang Grou ID: 5 1. INTRODUCTION The roblem we are trying to solve is redicting future links or recovering missing links

More information

Real Time Compression of Triangle Mesh Connectivity

Real Time Compression of Triangle Mesh Connectivity Real Time Comression of Triangle Mesh Connectivity Stefan Gumhold, Wolfgang Straßer WSI/GRIS University of Tübingen Abstract In this aer we introduce a new comressed reresentation for the connectivity

More information

Introduction to Parallel Algorithms

Introduction to Parallel Algorithms CS 1762 Fall, 2011 1 Introduction to Parallel Algorithms Introduction to Parallel Algorithms ECE 1762 Algorithms and Data Structures Fall Semester, 2011 1 Preliminaries Since the early 1990s, there has

More information

Autonomic Physical Database Design - From Indexing to Multidimensional Clustering

Autonomic Physical Database Design - From Indexing to Multidimensional Clustering Autonomic Physical Database Design - From Indexing to Multidimensional Clustering Stehan Baumann, Kai-Uwe Sattler Databases and Information Systems Grou Technische Universität Ilmenau, Ilmenau, Germany

More information

Cross products. p 2 p. p p1 p2. p 1. Line segments The convex combination of two distinct points p1 ( x1, such that for some real number with 0 1,

Cross products. p 2 p. p p1 p2. p 1. Line segments The convex combination of two distinct points p1 ( x1, such that for some real number with 0 1, CHAPTER 33 Comutational Geometry Is the branch of comuter science that studies algorithms for solving geometric roblems. Has alications in many fields, including comuter grahics robotics, VLSI design comuter

More information

A Simple and Robust Approach to Computation of Meshes Intersection

A Simple and Robust Approach to Computation of Meshes Intersection A Simle and Robust Aroach to Comutation of Meshes Intersection Věra Skorkovská 1, Ivana Kolingerová 1 and Bedrich Benes 2 1 Deartment of Comuter Science and Engineering, University of West Bohemia, Univerzitní

More information

Weighted Page Rank Algorithm based on In-Out Weight of Webpages

Weighted Page Rank Algorithm based on In-Out Weight of Webpages Indian Journal of Science and Technology, Vol 8(34), DOI: 10.17485/ijst/2015/v8i34/86120, December 2015 ISSN (Print) : 0974-6846 ISSN (Online) : 0974-5645 eighted Page Rank Algorithm based on In-Out eight

More information

A GPU Heterogeneous Cluster Scheduling Model for Preventing Temperature Heat Island

A GPU Heterogeneous Cluster Scheduling Model for Preventing Temperature Heat Island A GPU Heterogeneous Cluster Scheduling Model for Preventing Temerature Heat Island Yun-Peng CAO 1,2,a and Hai-Feng WANG 1,2 1 School of Information Science and Engineering, Linyi University, Linyi Shandong,

More information

Pivot Selection for Dimension Reduction Using Annealing by Increasing Resampling *

Pivot Selection for Dimension Reduction Using Annealing by Increasing Resampling * ivot Selection for Dimension Reduction Using Annealing by Increasing Resamling * Yasunobu Imamura 1, Naoya Higuchi 1, Tetsuji Kuboyama 2, Kouichi Hirata 1 and Takeshi Shinohara 1 1 Kyushu Institute of

More information

EE678 Application Presentation Content Based Image Retrieval Using Wavelets

EE678 Application Presentation Content Based Image Retrieval Using Wavelets EE678 Alication Presentation Content Based Image Retrieval Using Wavelets Grou Members: Megha Pandey megha@ee. iitb.ac.in 02d07006 Gaurav Boob gb@ee.iitb.ac.in 02d07008 Abstract: We focus here on an effective

More information

A BICRITERION STEINER TREE PROBLEM ON GRAPH. Mirko VUJO[EVI], Milan STANOJEVI] 1. INTRODUCTION

A BICRITERION STEINER TREE PROBLEM ON GRAPH. Mirko VUJO[EVI], Milan STANOJEVI] 1. INTRODUCTION Yugoslav Journal of Oerations Research (00), umber, 5- A BICRITERIO STEIER TREE PROBLEM O GRAPH Mirko VUJO[EVI], Milan STAOJEVI] Laboratory for Oerational Research, Faculty of Organizational Sciences University

More information

SPARSE SIGNAL REPRESENTATION FOR COMPLEX-VALUED IMAGING Sadegh Samadi 1, M üjdat Çetin 2, Mohammad Ali Masnadi-Shirazi 1

SPARSE SIGNAL REPRESENTATION FOR COMPLEX-VALUED IMAGING Sadegh Samadi 1, M üjdat Çetin 2, Mohammad Ali Masnadi-Shirazi 1 SPARSE SIGNAL REPRESENTATION FOR COMPLEX-VALUED IMAGING Sadegh Samadi 1, M üjdat Çetin, Mohammad Ali Masnadi-Shirazi 1 1. Shiraz University, Shiraz, Iran,. Sabanci University, Istanbul, Turkey ssamadi@shirazu.ac.ir,

More information

Folded Structures Satisfying Multiple Conditions

Folded Structures Satisfying Multiple Conditions Journal of Information Processing Vol.5 No.4 1 10 (Oct. 017) [DOI: 1197/isjji.5.1] Regular Paer Folded Structures Satisfying Multile Conditions Erik D. Demaine 1,a) Jason S. Ku 1,b) Received: November

More information

Identity-sensitive Points-to Analysis for the Dynamic Behavior of JavaScript Objects

Identity-sensitive Points-to Analysis for the Dynamic Behavior of JavaScript Objects Identity-sensitive Points-to Analysis for the Dynamic Behavior of JavaScrit Objects Shiyi Wei and Barbara G. Ryder Deartment of Comuter Science, Virginia Tech, Blacksburg, VA, USA. {wei,ryder}@cs.vt.edu

More information

Parametric Optimization in WEDM of WC-Co Composite by Neuro-Genetic Technique

Parametric Optimization in WEDM of WC-Co Composite by Neuro-Genetic Technique Parametric Otimization in WEDM of WC-Co Comosite by Neuro-Genetic Technique P. Saha*, P. Saha, and S. K. Pal Abstract The resent work does a multi-objective otimization in wire electro-discharge machining

More information

Figure 8.1: Home age taken from the examle health education site (htt:// Setember 14, 2001). 201

Figure 8.1: Home age taken from the examle health education site (htt://  Setember 14, 2001). 201 200 Chater 8 Alying the Web Interface Profiles: Examle Web Site Assessment 8.1 Introduction This chater describes the use of the rofiles develoed in Chater 6 to assess and imrove the quality of an examle

More information

A CLASS OF STRUCTURED LDPC CODES WITH LARGE GIRTH

A CLASS OF STRUCTURED LDPC CODES WITH LARGE GIRTH A CLASS OF STRUCTURED LDPC CODES WITH LARGE GIRTH Jin Lu, José M. F. Moura, and Urs Niesen Deartment of Electrical and Comuter Engineering Carnegie Mellon University, Pittsburgh, PA 15213 jinlu, moura@ece.cmu.edu

More information

Each copy of any part of a JSTOR transmission must contain the same copyright notice that appears on the screen or printed page of such transmission.

Each copy of any part of a JSTOR transmission must contain the same copyright notice that appears on the screen or printed page of such transmission. An Interactive Programming Method for Solving the Multile Criteria Problem Author(s): Stanley Zionts and Jyrki Wallenius Source: Management Science, Vol. 22, No. 6 (Feb., 1976),. 652-663 Published by:

More information

Sensitivity of multi-product two-stage economic lotsizing models and their dependency on change-over and product cost ratio s

Sensitivity of multi-product two-stage economic lotsizing models and their dependency on change-over and product cost ratio s Sensitivity two stage EOQ model 1 Sensitivity of multi-roduct two-stage economic lotsizing models and their deendency on change-over and roduct cost ratio s Frank Van den broecke, El-Houssaine Aghezzaf,

More information

arxiv: v1 [cs.mm] 18 Jan 2016

arxiv: v1 [cs.mm] 18 Jan 2016 Lossless Intra Coding in with 3-ta Filters Saeed R. Alvar a, Fatih Kamisli a a Deartment of Electrical and Electronics Engineering, Middle East Technical University, Turkey arxiv:1601.04473v1 [cs.mm] 18

More information

Mitigating the Impact of Decompression Latency in L1 Compressed Data Caches via Prefetching

Mitigating the Impact of Decompression Latency in L1 Compressed Data Caches via Prefetching Mitigating the Imact of Decomression Latency in L1 Comressed Data Caches via Prefetching by Sean Rea A thesis resented to Lakehead University in artial fulfillment of the requirement for the degree of

More information

CASCH - a Scheduling Algorithm for "High Level"-Synthesis

CASCH - a Scheduling Algorithm for High Level-Synthesis CASCH a Scheduling Algorithm for "High Level"Synthesis P. Gutberlet H. Krämer W. Rosenstiel Comuter Science Research Center at the University of Karlsruhe (FZI) HaidundNeuStr. 1014, 7500 Karlsruhe, F.R.G.

More information

Theoretical Analysis of Graphcut Textures

Theoretical Analysis of Graphcut Textures Theoretical Analysis o Grahcut Textures Xuejie Qin Yee-Hong Yang {xu yang}@cs.ualberta.ca Deartment o omuting Science University o Alberta Abstract Since the aer was ublished in SIGGRAPH 2003 the grahcut

More information

A New and Efficient Algorithm-Based Fault Tolerance Scheme for A Million Way Parallelism

A New and Efficient Algorithm-Based Fault Tolerance Scheme for A Million Way Parallelism A New and Efficient Algorithm-Based Fault Tolerance Scheme for A Million Way Parallelism Erlin Yao, Mingyu Chen, Rui Wang, Wenli Zhang, Guangming Tan Key Laboratory of Comuter System and Architecture Institute

More information

RTL Fast Convolution using the Mersenne Number Transform

RTL Fast Convolution using the Mersenne Number Transform RTL Fast Convolution using the Mersenne Number Transform Oscar N. Bria and Horacio A. Villagarcía o.bria@ieee.org CeTAD - - Argentina Abstract VHDL is a versatile high level language for the secification

More information

SPITFIRE: Scalable Parallel Algorithms for Test Set Partitioned Fault Simulation

SPITFIRE: Scalable Parallel Algorithms for Test Set Partitioned Fault Simulation To aear in IEEE VLSI Test Symosium, 1997 SITFIRE: Scalable arallel Algorithms for Test Set artitioned Fault Simulation Dili Krishnaswamy y Elizabeth M. Rudnick y Janak H. atel y rithviraj Banerjee z y

More information

Simultaneous Tracking of Multiple Objects Using Fast Level Set-Like Algorithm

Simultaneous Tracking of Multiple Objects Using Fast Level Set-Like Algorithm Simultaneous Tracking of Multile Objects Using Fast Level Set-Like Algorithm Martin Maška, Pavel Matula, and Michal Kozubek Centre for Biomedical Image Analysis, Faculty of Informatics Masaryk University,

More information

CSE4421/5324: Introduction to Robotics

CSE4421/5324: Introduction to Robotics CSE442/5324: Introduction to Robotics Contact Information Burton Ma Lassonde 246 burton@cse.yorku.ca EECS442/5324 lectures Monday, Wednesday, Friday :3-2:3PM (SLH C) Lab Thursday 2:3-2:3, Prism 4 Lab 2

More information

Extracting Optimal Paths from Roadmaps for Motion Planning

Extracting Optimal Paths from Roadmaps for Motion Planning Extracting Otimal Paths from Roadmas for Motion Planning Jinsuck Kim Roger A. Pearce Nancy M. Amato Deartment of Comuter Science Texas A&M University College Station, TX 843 jinsuckk,ra231,amato @cs.tamu.edu

More information

Lecture 18. Today, we will discuss developing algorithms for a basic model for parallel computing the Parallel Random Access Machine (PRAM) model.

Lecture 18. Today, we will discuss developing algorithms for a basic model for parallel computing the Parallel Random Access Machine (PRAM) model. U.C. Berkeley CS273: Parallel and Distributed Theory Lecture 18 Professor Satish Rao Lecturer: Satish Rao Last revised Scribe so far: Satish Rao (following revious lecture notes quite closely. Lecture

More information

Support Vector Machines for Face Authentication

Support Vector Machines for Face Authentication Suort Vector Machines for Face Authentication K Jonsson 1 2, J Kittler 1,YPLi 1 and J Matas 1 2 1 CVSSP, University of Surrey Guildford, Surrey GU2 5XH, United Kingdom 2 CMP, Czech Technical University

More information

3D Surface Simplification Based on Extended Shape Operator

3D Surface Simplification Based on Extended Shape Operator 3D Surface Simlification Based on Extended Shae Oerator JUI-LIG TSEG, YU-HSUA LI Deartment of Comuter Science and Information Engineering, Deartment and Institute of Electrical Engineering Minghsin University

More information

Efficient Algorithms for Computing Conservative Portal Visibility Information

Efficient Algorithms for Computing Conservative Portal Visibility Information EUROGRAPHICS 2000 / M. Gross and F.R.A. Hogood (Guest Editors) Volum9 (2000), Number 3 Efficient Algorithms for Comuting Conservative Portal Visibility Information W. F. H. Jiménez, C. Eserança and A.

More information

Visualization, Estimation and User-Modeling for Interactive Browsing of Image Libraries

Visualization, Estimation and User-Modeling for Interactive Browsing of Image Libraries Visualization, Estimation and User-Modeling for Interactive Browsing of Image Libraries Qi Tian, Baback Moghaddam 2 and Thomas S. Huang Beckman Institute, University of Illinois, Urbana-Chamaign, IL 680,

More information

To appear in IEEE TKDE Title: Efficient Skyline and Top-k Retrieval in Subspaces Keywords: Skyline, Top-k, Subspace, B-tree

To appear in IEEE TKDE Title: Efficient Skyline and Top-k Retrieval in Subspaces Keywords: Skyline, Top-k, Subspace, B-tree To aear in IEEE TKDE Title: Efficient Skyline and To-k Retrieval in Subsaces Keywords: Skyline, To-k, Subsace, B-tree Contact Author: Yufei Tao (taoyf@cse.cuhk.edu.hk) Deartment of Comuter Science and

More information

Kinematics, Workspace, Design and Accuracy Analysis of RPRPR Medical Parallel Robot

Kinematics, Workspace, Design and Accuracy Analysis of RPRPR Medical Parallel Robot HSI 009 Catania, Italy, May 1-3, 009. Kinematics, Worksace, Design and Accuracy Analysis of RPRPR Medical Parallel Robot Cristian Sze, Sergiu-Dan Stan, Member, IEEE, Vencel Csibi, Milos Manic, Senior Member,

More information

Application of 3D Human Motion in the Sports based on Computer Aided Analysis

Application of 3D Human Motion in the Sports based on Computer Aided Analysis Send Orders for Rerints to rerints@benthamscience.ae 1728 he Oen Cybernetics & Systemics Journal, 2015, 9, 1728-1732 Oen Access Alication of 3D Human Motion in the Sorts based on Comuter Aided Analysis

More information

THE COMPARISON OF DRAINAGE NETWORK EXTRACTION BETWEEN SQUARE AND HEXAGONAL GRID-BASED DEM

THE COMPARISON OF DRAINAGE NETWORK EXTRACTION BETWEEN SQUARE AND HEXAGONAL GRID-BASED DEM The International Archives of the Photogrammetry, Remote Sensing and Satial Information Sciences, Volume XLII-4, 208 ISPRS TC IV Mid-term Symosium 3D Satial Information Science The Engine of Change, 5

More information

EFFICIENT STOCHASTIC GRADIENT SEARCH FOR AUTOMATIC IMAGE REGISTRATION

EFFICIENT STOCHASTIC GRADIENT SEARCH FOR AUTOMATIC IMAGE REGISTRATION ISSN 76-459 Int j simul model 6 (7), 4-3 Original scientific aer EFFICIENT STOCHASTIC GRADIENT SEARCH FOR AUTOMATIC IMAGE REGISTRATION Li, Q.; Sato, I. & Murakami, Y. GSJ/AIST - National Institute of Advanced

More information

AN ANALYTICAL MODEL DESCRIBING THE RELATIONSHIPS BETWEEN LOGIC ARCHITECTURE AND FPGA DENSITY

AN ANALYTICAL MODEL DESCRIBING THE RELATIONSHIPS BETWEEN LOGIC ARCHITECTURE AND FPGA DENSITY AN ANALYTICAL MODEL DESCRIBING THE RELATIONSHIPS BETWEEN LOGIC ARCHITECTURE AND FPGA DENSITY Andrew Lam 1, Steven J.E. Wilton 1, Phili Leong 2, Wayne Luk 3 1 Elec. and Com. Engineering 2 Comuter Science

More information

A Scalable Parallel Sorting Algorithm Using Exact Splitting

A Scalable Parallel Sorting Algorithm Using Exact Splitting A Scalable Parallel Sorting Algorithm Using Exact Slitting Christian Siebert 1,2 and Felix Wolf 1,2,3 1 German Research School for Simulation Sciences, 52062 Aachen, Germany 2 RWTH Aachen University, Comuter

More information

A Model-Adaptable MOSFET Parameter Extraction System

A Model-Adaptable MOSFET Parameter Extraction System A Model-Adatable MOSFET Parameter Extraction System Masaki Kondo Hidetoshi Onodera Keikichi Tamaru Deartment of Electronics Faculty of Engineering, Kyoto University Kyoto 66-1, JAPAN Tel: +81-7-73-313

More information

Face Recognition Using Legendre Moments

Face Recognition Using Legendre Moments Face Recognition Using Legendre Moments Dr.S.Annadurai 1 A.Saradha Professor & Head of CSE & IT Research scholar in CSE Government College of Technology, Government College of Technology, Coimbatore, Tamilnadu,

More information