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Learning Skeletal Articulations with Neural Blend Shapes (peizhuoli.github.io)
48 points by homarp on May 12, 2021 | hide | past | favorite | 2 comments



So here the idea is to predict which points will be more affected by a deformation, given a 3D mesh model and the corresponding skeleton, right?

The output is probably something similar to a normal map. Can the deformation be handled efficiently on the GPU using a geometry shader?

Hopefully in a few years we won't have aberrations like parts of a body colliding with another. This is also a frequent issue with boats in game.


(haven't read the article/paper yet but...) I wonder how this works compared to the games industry standard using inverse kinematics?

edit: looks like this paper is dedicated to the motion capture side of animations, rather than comparing/blending with procedural generation techniques.




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