the ANR through the MADRAS project (ANR-07-
MDCO-015). Part of this work was done while Lin
Lu was visiting INRIA with an INRIA Internship
grant.
REFERENCES
Attene, M., Spagnuolo, M., and Falcidieno, B. (2006). Hi-
erarchical mesh segmentation based on fitting primi-
tives. The Visual Computer, 22(3):181–193.
Aujay, G., H
´
etroy, F., Lazarus, F., and Depraz, C. (2007).
Harmonic skeleton for realistic character animation.
In Symposium on Computer Animation, pages 151–
160, San Diego, USA.
Baran, I. and Popovi
´
c, J. (2007). Automatic rigging and ani-
mation of 3d characters. ACM Transactions on Graph-
ics (SIGGRAPH proceedings), 26(3):72.
Bendels, G. and Klein, R. (2003). Mesh forging: Editing
of 3d-meshes using implicitly defined occluders. In
Symposium on Geometry Processing, pages 207–217,
Aachen, Germany.
Bloomenthal, J. (2002). Medial-based vertex deformation.
In Symposium on Computer Animation, pages 147–
151, San Antonio, USA.
de Goes, F., Goldenstein, S., and Velho, L. (2008). A hierar-
chical segmentation of articulated bodies. Computer
Graphics Forum (Symposium on Geometry Process-
ing proceedings), 27(5):1349–1356.
Forstmann, S., Ohya, J., Krohn-Grimberghe, A., and Mc-
Dougall, R. (2007). Deformation styles for spline-
based skeletal animation. In Symposium on Computer
Animation, pages 141–150, San Diego, USA.
Grimm, C. (2004). Parameterization using manifolds. In-
ternational Journal of Shape Modeling, 10(1):51–80.
Grimm, C. and Hughes, J. (1995). Modeling surfaces of
arbitrary topology. In SIGGRAPH, pages 359–367,
Los Angeles, USA.
Grimm, C. and Zorin, D. (2005). Surface modeling and pa-
rameterization with manifolds. In SIGGRAPH Course
Notes, Los Angeles, USA.
Katz, S. and Tal, A. (2003). Hierarchical mesh de-
composition using fuzzy clustering and cuts. ACM
Transactions on Graphics (SIGGRAPH proceedings),
22(3):954–961.
Kavan, L., Collins, S., Zara, J., and O’Sullivan, C. (2007).
Skinning with dual quaternions. In Symposium on In-
teractive 3D Graphics and Games, pages 39–46, Seat-
tle, USA.
Merry, B., Marais, P., and Gain, J. (2006). Animation
space: a truly linear framework for character anima-
tion. ACM Transactions on Graphics, 25(4):1400–
1423.
Mohr, A., Tokheim, L., and Gleicher, M. (2003). Direct
manipulation of interactive character skins. In Sym-
posium on Interactive 3D Graphics and Games, pages
27–30, Monterey, USA.
Navau, J. C. and Garcia, N. P. (2000). Modeling surfaces
from meshes of arbitrary topology. Computer Aided
Geometric Design, 17(1):643–671.
Praun, E., Finkelstein, A., and Hoppe, H. (2000). Lapped
textures. In SIGGRAPH, pages 465–470, New Or-
leans, USA.
Rohmer, D., Hahmann, S., and Cani, M. (2008). Local
volume preservation for skinned characters. Com-
puter Graphics Forum (Pacific Graphics proceed-
ings), 27(7).
Wang, R., Pulli, K., and Popovi
´
c, J. (2007). Real-
time enveloping with rotational regression. ACM
Transactions on Graphics (SIGGRAPH proceedings),
26(3):73.
Weber, O., Sorkine, O., Lipman, Y., and Gotsman, C.
(2007). Context-aware skeletal shape deformation.
Computer Graphics Forum (Eurographics proceed-
ings), 26(3):265–274.
Ying, L. and Zorin, D. (2004). A simple manifold-
based construction of surfaces of arbitrary smooth-
ness. ACM Transactions on Graphics (SIGGRAPH
proceedings), 23(3):271–275.
SIMPLE FLEXIBLE SKINNING BASED ON MANIFOLD MODELING
265