Affiliation:
1. Alvas Institute of Engineering and Technology, Mijar, Moobidri, India
Abstract
3D character animation is a pivotal aspect of digital graphics, essential for various applications such as films, games, and simulations. This review paper explores advancements in character animation techniques, including linear blend skinning, dual quaternion skinning, and physics-based approaches. Emphasis is placed on recent innovations aimed at improving the realism and computational efficiency of character deformations, especially non-rigid transformations. By examining key methodologies and their applications, this paper provides a comprehensive overview of the current state and future directions in 3D character animation
Reference26 articles.
1. [1] L. Dutreve, A. Meyer, S. Bouakaz, "Feature points based facial animation retargeting," in Proc. ACM Symp. Virtual Reality Software and Technology, 2008, pp. 197-200.
2. [2] T. H. Rhee, Y. K. Hwang, J. D. K. Kim, C. Y. Kim, "Real-time facial animation from live video tracking," in Proc. ACM SIGGRAPH/Eurographics Symp. Computer Animation, 2011, pp. 1-10.
3. [3] J. P. Lewis, M. Cordner, N. Fong, "Pose space deformation: A unified approach to shape interpolation and skeleton-driven deformation," in Proc. ACM SIGGRAPH, 2000, pp. 165-172.
4. [4] C. Chuang, C. Bregler, "Performance driven facial animation using blendshape interpolation," in Proc. ACM SIGGRAPH/Eurographics Symp. Computer Animation, 2005, pp. 15-20.
5. [5] J. Baran, J. Popovic, "Automatic rigging and animation of 3D characters," in ACM Trans. Graph., vol. 26, no. 3, 2007, pp. 72-81.