Turnitin
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SCANimate: Weakly supervised learning of skinned clothed avatar networks
We present SCANimate, an end-to-end trainable framework that takes raw 3D scans of a
clothed human and turns them into an animatable avatar. These avatars are driven by pose …
clothed human and turns them into an animatable avatar. These avatars are driven by pose …
SMPL: A skinned multi-person linear model
We present a learned model of human body shape and posedependent shape variation that
is more accurate than previous models and is compatible with existing graphics pipelines …
is more accurate than previous models and is compatible with existing graphics pipelines …
Star: Sparse trained articulated human body regressor
The SMPL body model is widely used for the estimation, synthesis, and analysis of 3D
human pose and shape. While popular, we show that SMPL has several limitations and …
human pose and shape. While popular, we show that SMPL has several limitations and …
State of the art in hand and finger modeling and animation
The human hand is a complex biological system able to perform numerous tasks with
impressive accuracy and dexterity. Gestures furthermore play an important role in our daily …
impressive accuracy and dexterity. Gestures furthermore play an important role in our daily …
Dyna: A model of dynamic human shape in motion
To look human, digital full-body avatars need to have soft-tissue deformations like those of
real people. We learn a model of soft-tissue deformations from examples using a high …
real people. We learn a model of soft-tissue deformations from examples using a high …
Automatic rigging and animation of 3d characters
Animating an articulated 3D character currently requires manual rigging to specify its
internal skeletal structure and to define how the input motion deforms its surface. We present …
internal skeletal structure and to define how the input motion deforms its surface. We present …
Physically based deformable models in computer graphics
Physically based deformable models have been widely embraced by the Computer
Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich …
Graphics community. Many problems outlined in a previous survey by Gibson and Mirtich …
Geometric skinning with approximate dual quaternion blending
Skinning of skeletally deformable models is extensively used for real-time animation of
characters, creatures and similar objects. The standard solution, linear blend skinning, has …
characters, creatures and similar objects. The standard solution, linear blend skinning, has …
Efficient elasticity for character skinning with contact and collisions
We present a new algorithm for near-interactive simulation of skeleton driven, high
resolution elasticity models. Our methodology is used for soft tissue deformation in character …
resolution elasticity models. Our methodology is used for soft tissue deformation in character …
Skinning with dual quaternions
Skinning of skeletally deformable models is extensively used for real-time animation of
characters, creatures and similar objects. The standard solution, linear blend skinning, has …
characters, creatures and similar objects. The standard solution, linear blend skinning, has …