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Matt Cordner

dblp:12/6508 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 2000
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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
Computer animation and physical simulation · 56% Geometric modeling and processing · 44%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › shape deformation
shape interpolation
0.012000
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation · SIGGRAPH 2000
Computer animation and physical simulation
skeleton-driven deformation
0.012000
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation · SIGGRAPH 2000
Computer animation and physical simulation › character animation
real-time character animation
0.012000
Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation · SIGGRAPH 2000

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

pose-space deformation · 0.0
YearPublicationVenuePosition
2000 Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
abstract
Pose space deformation generalizes and improves upon both shape interpolation and common skeleton-driven deformation techniques. This deformation approach proceeds from the observation that several types of deformation can be uniformly represented as mappings from a pose space, defined by either an underlying skeleton or a more abstract system of parameters, to displacements in the object local coordinate frames. Once this uniform representation is identified, previously disparate deformation types can be accomplished within a single unified approach. The advantages of this algorithm include improved expressive power and direct manipulation of the desired shapes yet the performance associated with traditional shape interpolation is achievable. Appropriate applications include animation of facial and body deformation for entertainment, telepresence, computer gaming, and other applications where direct sculpting of deformations is desired or where real-time synthesis of a deforming model is required.
John P. Lewis, Matt Cordner, Nickson Fong
SIGGRAPH2