Key Takeaways
- CV proposes a Scaffold-Skin Rigging System, termed "Skelebones", with three key steps: (1) Bones: compress temporally-consistent deformable Gaussians into free-form bones, approximating non-rigid…
- Collectively, these three steps enable us to compress the Level of Dynamics of 4 D shapes into compact skelebones that are both controllable and expressive.
- arXiv cs. CV validate arXiv cs. CV's approach on both synthetic and real-world datasets, achieving significant improvements in reanimation performance across unseen poses-with 17.3% PSNR gains over…
Why It Matters
Context
CV proposes a Scaffold-Skin Rigging System, termed "Skelebones", with three key steps: (1) Bones: compress temporally-consistent deformable Gaussians into free-form bones, approximating non-rigid surface deformations; (2) Skeleton: extract a Mean Curvature Skeleton from canonical Gaussians and refine it temporally, ensuring a category-agnostic, motion-adaptive, and topology-correct kinematic structure; (3) Binding: bind the skeleton and bones via non-parametric partwise motion matching (Part MM), synthesizing novel bone motions by matching, retrieving, and blending existing ones. Collectively, these three steps enable us to compress the Level of Dynamics of 4 D shapes into compact skelebones that are both controllable and expressive. CV validate arXiv cs. CV's approach on both synthetic and real-world datasets, achieving significant improvements in reanimation performance across unseen poses-with 17.3% PSNR gains over Linear Blend Skinning (LBS) and 21.7% over Bag-of-Bones (Bo B)-while maintaining excellent reconstruction fidelity, particularly for characters exhibiting complex non-rigid surface dynamics. CV's Partwise Motion Matching algorithm demonstrates strong generalization…
For Builders
CV proposes a Scaffold-Skin Rigging System, termed "Skelebones", with three key steps: (1) Bones: compress temporally-consistent deformable Gaussians into free-form bones, approximating non-rigid…