SkinCells: Sparse Skinning using Voronoi Cells

📅 2025-06-17
📈 Citations: 0
Influential: 0
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🤖 AI Summary
Existing automatic skinning methods struggle to simultaneously ensure high-quality weights for complex geometries and controllable sparsity (e.g., ≤4 bones per vertex), while lacking mechanisms for weight reuse across levels of detail (LODs) and asset variants. Method: We propose a fully automatic sparse skinning framework introducing SkinCells—a novel parametric function family—that jointly optimizes skinning weights and sparsity constraints in continuous space, overcoming limitations of discrete-point optimization and robustly handling complex topologies where biharmonic solvers fail. Voronoi-based spatial modeling and radial basis function parameterization enable consistent, LOD-invariant weight generation and efficient cross-variant reuse. Contribution/Results: Our method achieves high-fidelity, fully automatic skinning on intricate characters, drastically reducing or eliminating manual correction. It supports real-time multi-character rendering on mobile devices, with significantly improved inference efficiency.

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📝 Abstract
For decades, efficient real-time skinning methods have played a crucial role in animating character rigs for visual effects and games. These methods remain a fundamental component of modern applications. However, animatable digital asset creation predominantly remains a manual process. Current automated tools often fall short of delivering the desired level of quality for intricate and complex geometries, requiring manual touch-ups. We propose a fully automatic and robust method for generating high quality skinning weights given a user-provided skeleton and mesh in A- or T-pose. Notably, our approach provides direct sparsity controls, limiting the number of bone influences per vertex, which is essential for efficient asset creation for large-scale mobile experiences with multiple concurrent users. Our method additionally addresses the need for level-of-detail (LoD) variations in performance-sensitive applications, which are exacerbated on mobile platforms. By optimizing weights in space rather than on discrete points, we enable a single optimization result to be seamlessly applied to all levels of detail of that asset or even variations of that asset. To achieve this, we introduce a novel parameterized family of functions called SkinCells. We demonstrate how our automatic method is able to robustly compute skinning weights in cases where biharmonic weight computation fails.
Problem

Research questions and friction points this paper is trying to address.

Automates high-quality skinning weight generation for skeletons and meshes
Provides sparsity control for efficient large-scale mobile asset creation
Supports level-of-detail variations for performance-sensitive applications
Innovation

Methods, ideas, or system contributions that make the work stand out.

Automatic skinning weights generation
Direct sparsity controls for efficiency
Space optimization for LoD variations
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