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Péter Borosán

dblp:122/4816 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 2012
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Geometric modeling and processing · 67% Computer animation and physical simulation · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › character rigging
automatic rigging
0.112012
RigMesh: automatic rigging for part-based shape modeling and deformation · ACM Trans. Graph. 2012
Geometric modeling and processing
shape modeling
0.112012
RigMesh: automatic rigging for part-based shape modeling and deformation · ACM Trans. Graph. 2012
Geometric modeling and processing › shape modeling
sketch-based modeling
0.112012
RigMesh: automatic rigging for part-based shape modeling and deformation · ACM Trans. Graph. 2012

Methods — techniques the papers use, named apart from their topics

real-time rigging · 0.1part-based shape modeling · 0.1
YearPublicationVenuePosition
2012 RigMesh: automatic rigging for part-based shape modeling and deformation
abstract
The creation of a 3D model is only the first stage of the 3D character animation pipeline. Once a model has been created, and before it can be animated, it must be rigged . Manual rigging is laborious, and automatic rigging approaches are far from real-time and do not allow for incremental updates. This is a hindrance in the real world, where the shape of a model is often revised after rigging has been performed. In this paper, we introduce algorithms and a user-interface for sketch-based 3D modeling that unify the modeling and rigging stages of the 3D character animation pipeline. Our algorithms create a rig for each sketched part in real-time, and update the rig as parts are merged or cut. As a result, users can freely pose and animate their shapes and characters while rapidly iterating on the base shape. The rigs are compatible with the state-of-the-art character animation pipeline; they consist of a low-dimensional skeleton along with skin weights identifying the surface with bones of the skeleton.
Péter Borosán, Douglas DeCarlo, Yotam I. Gingold, Andrew Nealen
ACM Trans. Graph.1