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Geodesic Voxel Binding for Production Character Meshes

Olivier Dionne, Martin de Lasa

SCAAcademic84 cites1 descendantSkinningRigging

Voxelization-based geodesic distance approach automatically computes LBS influence weights tolerating non-manifold and multi-component production meshes.

Abstract

Proposes a fully automatic method for computing skinning weights for character deformation using voxelization and geodesic distances from bone geometry. The method handles production meshes with non-manifold geometry and intersecting triangles by using a hardware-accelerated voxelization algorithm based on z-buffer slicing. Geodesic distances between skeleton bones and mesh boundary voxels are computed using Dijkstra's algorithm to generate smooth weights for linear blend skinning without requiring manual weight painting.

How to read this

Category
Method: automatic skinning-weight computation
Contributions
  • Fully automatic linear-blend-skinning weights from voxelized geodesic distances between skeleton bones and the mesh surface
  • Hardware-accelerated voxelization via z-buffer slicing that tolerates non-manifold, intersecting, multi-component production meshes
  • Computes bone-to-voxel geodesic distances with Dijkstra to produce smooth weights without manual weight painting
Context
Addresses the practical weight-binding problem for messy production geometry, an alternative to surface-based or harmonic weight schemes that assume clean manifold meshes.
Correctness
Aimed at robustness on real production meshes where clean-mesh methods fail; geodesics are computed on a voxel grid, so weight smoothness and locality depend on voxel resolution and the resulting weights are an automatic starting point that may still need artist touch-up.
Clarity
Accessible and pragmatic; a first pass conveys the voxelize-then-geodesic idea, a second pass covers the slicing voxelization and distance computation.
How to read it
Focus on why voxelization buys robustness and how geodesic distance maps to weights; a second pass on the voxelization details is worth it if you bind weights on imperfect meshes.

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