SkinCells: Sparse Skinning using Voronoi Cells

Abstract For decades, real‐time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor‐intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high‐quality skinning weights from a standard mesh and skeleton in a canonical A‐ or T‐pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex – a critical requirement for maintaining performance in large‐scale mobile environments. Furthermore, we address the challenge of Level‐of‐Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This allows a single optimization pass to be applied seamlessly across multiple asset resolutions and variations. Central to our approach is a novel parameterized family of functions, we call SkinCells. We demonstrate that our method consistently produces stable, high‐quality results even in complex scenarios where standard biharmonic weight computations fail.

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Publication Details

Journal
Computer Graphics Forum
Published
2026-04-14
DOI
https://doi.org/10.1111/cgf.70381
Primary Topic
Textile materials and evaluations
Type
article
Field-Weighted Citation Impact
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article

SkinCells: Sparse Skinning using Voronoi Cells

Igor Santesteban, Ryan Goldade, Gene Wei-Chin Lin, Egor Larionov et al.
Computer Graphics Forum
Textile materials and evaluations
article

SkinCells: Sparse Skinning using Voronoi Cells

Igor Santesteban, Ryan Goldade, Gene Wei-Chin Lin, Egor Larionov, Hsiao-yu Chen, Doug Roble, Tuur Stuyck, Philipp Herholz, Ladislav Kavan
article en

Abstract

Abstract For decades, real‐time skinning has been the cornerstone of character animation in visual effects and games. Despite its importance, the creation of animatable digital assets remains a labor‐intensive manual process. Existing automated tools frequently struggle with intricate geometries, often necessitating significant manual refinement to reach production standards. We present a robust, fully automated method for generating high‐quality skinning weights from a standard mesh and skeleton in a canonical A‐ or T‐pose. Unlike traditional approaches, our framework offers direct sparsity controls to limit bone influences per vertex – a critical requirement for maintaining performance in large‐scale mobile environments. Furthermore, we address the challenge of Level‐of‐Detail (LoD) management by optimizing weights within a continuous spatial volume rather than on discrete vertices. This allows a single optimization pass to be applied seamlessly across multiple asset resolutions and variations. Central to our approach is a novel parameterized family of functions, we call SkinCells. We demonstrate that our method consistently produces stable, high‐quality results even in complex scenarios where standard biharmonic weight computations fail.

Computer Graphics Forum
META Health (US)
Openalex Percentile: Top 100%
Textile materials and evaluations
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