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Pose-to-Pose Skinning of Animated Meshes

Pose-to-Pose Skinning of Animated Meshes. Skinning mesh animations efficient compression, processing and reproducing gpu-accelerated rendering rest-pose editing and collision detection skinning components from rest-pose Pose-to-pose scheme low entropy temporal coherence. reduced error

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Pose-to-Pose Skinning of Animated Meshes

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  1. Pose-to-Pose Skinning of Animated Meshes • Skinning mesh animations • efficient compression, processing and reproducing • gpu-accelerated rendering • rest-pose editing and collision detection • skinning components from rest-pose • Pose-to-pose scheme • low entropy • temporal coherence • reduced error • rest-pose skinning reproduction scheme

  2. Pose-to-Pose Skinning of Animated Meshes • Rest-pose Editing • No need for displacement corrections • Pose Editing • Forward-propagated editing of arbitrary animation frames • Minimum extra cost

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