# Real-time Deformation with Coupled Cages and Skeletons

arXiv: https://arxiv.org/abs/1909.02807 · HTML: https://mlsanity.com/paper/1909.02807/

## Key facts

- Cited by 1 papers in the map (data through 14 Oct 2026).
- First posted on arXiv 6 Sep 2019.

## Built on by (most cited first, 1 of 1)

- [DiffFacto: Controllable Part-Based 3D Point Cloud Generation with Cross Diffusion](https://mlsanity.com/paper/2305.01921/) (2023)

## Abstract (arXiv)

Skeleton-based and cage-based deformation techniques represent the two most popular approaches to control real-time deformations of digital shapes and are, to a vast extent, complementary to one another. Despite their complementary roles, high-end modeling packages do not allow for seamless integration of such control structures, thus inducing a considerable burden on the user to maintain them synchronized. In this paper, we propose a framework that seamlessly combines rigging skeletons and deformation cages, granting artists with a real-time deformation system that operates using any smooth combination of the two approaches. By coupling the deformation spaces of cages and skeletons, we access a much larger space, containing poses that are impossible to obtain by acting solely on a skeleton or a cage. Our method is oblivious to the specific techniques used to perform skinning and cage-based deformation, securing it compatible with pre-existing tools. We demonstrate the usefulness of our hybrid approach on a variety of examples.
