Alexander you could check this paper out that improves upon our existing bone heat weighting method. Very useful!
http://s5.cse.msu.edu/~cse872/papers_files/BoneGlowImprovedWeightAssignment.pdf Daniel Salazar patazstudio.com On Thu, Apr 25, 2013 at 10:02 AM, Alexander Pinzon Fernandez <apinz...@gmail.com> wrote: > Automatic Skeleton Extraction > > Alexander Pinzon Fernandez > > Email: apinz...@gmail.com > > > Short description: > > The character animation is generally done with skeletons that control each > joint in the character which drastically simplifies the animation process. > The construction of the skeleton given a polygon mesh is a task typically > performed by an artist. This project proposes to implement a method for > extracting the skeleton automatically given a polygon mesh. > > > > *Name*: Alexander Pinzon Fernandez > > *Email*: apinz...@gmail.com > > *IRC*: apinzonf > > *www*: http://apinzonf.wordpress.com/, > http://wiki.blender.org/index.php/User:Apinzonf > > *Additional Contact Info* > > *Phone*: +57 300 2 92 74 30 > > *Physical Address*: Cr 81 H No 42a-58 sur Bogota-Colombia > > > Synopsis > > The character animation is generally done with skeletons that control each > joint in the character which drastically simplifies the animation process. > The construction of the skeleton given a polygon mesh is a task typically > performed by an artist. This project proposes to implement a method for > extracting the skeleton automatically given a polygon mesh. > > This method iteratively contracts the shape in the reverse direction of the > curvature flow, with a constraint that forces the contracted model will > closely match the original. In each iteration eliminates details. After the > model volume is close to zero is passed to the next stage in which through > a special surface simplification method removes vertices to obtain a 1D > structure. > > Paper used: > > AU, Oscar Kin-Chung, et al. Skeleton extraction by mesh contraction. ACM > Transactions on Graphics (TOG). ACM, 2008. p. 44. > > > Benefits to Blender > > This project proposes a new tool for blender user that requires extract the > skeleton of polygon meshes. > > This method allows to obtain the skeleton of a polygon mesh quickly and > automatically. > > This method is insensitive to noise because it uses a smoothing algorithm > for contraction which removes the noise and detail in each iteration. > > > Deliverables > > 1. A new skeleton extraction tool for Blender. > 2. Some pages of documentation to be included in the manual > 3. A technical document for developers to improve the method in the > future. > 4. A tutorial explaining the use of the tool. > > > Project Details > > The project would divide into seven parts: > > 1. Iteratively contracting the mesh until the volume is close to zero. > 2. Simplifying polygon mesh to obtain a 1D structure (skeleton). > 3. Relocating skeleton nodes in the center of each segment. > 4. Create vertex groups for each node of the skeleton. > 5. Converting a 1D polygon mesh into an armature. > 6. Link vertex groups to bones of the armature. > 7. Generation of the documentation and tutorials. > > > Project Schedule > > - *2 Weeks:- May 27 – Jun 09:* Iteratively contracting the > mesh until the volume is close to zero. > - *3 Weeks:- Jun 10 – Jun 31:* Simplifying polygon mesh to > obtain a 1D structure (skeleton). > - *2 Weeks:- Jul 01 – Jul 14:* Relocating skeleton nodes in > the center of each segment. > - *2 Weeks:- Jul 15 – Jul 28:* Create vertex groups for each > node of the skeleton. > - *3 Weeks:- Jul 29 – Aug 18:* Converting a 1D polygon mesh > into an armature. > - *2 Weeks:- Aug 19 – Sep 01:* Link vertex groups to bones of > the armature.. > - *1 Weeks:- Sep 02 – Sep 08:* Testing the tool and Define and > implement graphical user integration. > - *2 Weeks:- Sep 09 – Sep 22:* Generation of the documentation > and tutorials. > > > Bio > > I graduated as systems engineer in Colombia in 2007. > > I am a MSc computer science student at National University of Colombia. > > Skeleton extraction and mesh smoothing are the research topics of my MSc. I > am use CGAL, Graphite and Qt libraries. > > Since 2007 I am a member of the Bioingenium Research Group of National > University of Colombia. > > I have been using Blender for about 10 years. I was working on the develop > of a operator to remove noise from a mesh at GSOC 2012 – Blender suchi > branch “Mesh Smoothing for 3d Scan Data”. > > > WORK EXPERIENCE: > > 2012 Google Summer of Code – Blender Foundation: “Mesh Smoothing for 3d > Scan Data”. > > 2010 - Scire Foundation, Software Architect: > > Design and development of web services data, hibernate and oracle. > > Programming GUI with RichFaces. > > Library of generic manipulation of trees, based on Java reflection > techniques. > > 2005 - 2007 Sigtech, LTDA, Developer Engineer: > > SIGC System Development for the "Departamento Administrativo de > Catastro Distrital DACD". > > Software used in development: Oracle 9i, Visual Basic 6, PL / SQL Developer. > > 2004 -2005 IIE and Colciencias, Student Monitor research: > > Project: " Theater of Memory in Virtual Worlds:" > > Architecture for handling streaming video that comes from a digital > camcorder and put it as a texture of a 3D plane in a virtual setting, using > the Java software, J3D, JMF, VRML, X3D. > > > SOFTWARE DEVELOPED: > > Nukak3D http://sourceforge.net/projects/nukak3d > > 3D medical image platform for visualization and image processing. > > Nukak3d is a flexible architecture that integrates general-purpose > graphics libraries such as VTK, ITK, VTKInria3D, OpenGL, under a graphical > user interface (wxWidgets) for three-dimensional visualization and > processing of medical images. On C++. > > JNukak3D http://sourceforge.net/projects/jnukak3d > > Software for three-dimensional visualization of DICOM images based on java. > > JVC1394 http://sourceforge.net/projects/jvc1394/ > > Wrapper for the library Libdc1394 to enable communication with the Java > programming language. Java Video Capture for IEEE 1394 cameras. On C, C++, > Java, Swig. > > > PUBLICATIONS > > León J., Pinzón A., Sánchez C., Romero E. A distributed plugin based > architecture for medical image processing. Proc. SPIE 8674, Medical Imaging > 2013: Advanced PACS-based Imaging Informatics and Therapeutic Applications, > 867403 (March 29, 2013);doi:10.1117/12.2007180. > > Pinzón, A., Leon, J.C., Romero E., Diseño y desarrollo de una > aplicación web para la visualización eficiente de imágenes medicas, con > procesamiento 3D por software o por hardware. En Seminario Internacional de > Procesamiento y Análisis de Imágenes Médicas SIPAIM 2009, (Noviembre 27-27, > 2009), Bogotá Colombia. > > Pinzón A., Romero E., Visualización 3D de imágenes médicas: una > herramienta Open Source, En Seminario Internacional de Procesamiento y > Análisis de Imágenes Médicas SIPAIM 2008, (Noviembre 24-27, 2008), Bogotá – > Colombia. > > Mendoza, B. U., Ramos, G. A., Mendez, L. M., Santamaria, W., > and Pinzón, A. 2006. Camera Motion Control from a Java 3D > Environment: Virtual Studio Application in Decorative Arts Museum > Collections. In Proceedings of the 2006 international Conference on > Cyberworlds (November 28 - 29, 2006). CW. IEEE Computer Society, > Washington, DC, 58-64. > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers