mlsanityData to 14 Oct 2026

Compressed Skinning for Facial Blendshapes

arXiv 2406.11597 ↗First posted 17 Jun 2024cs.GRcited by 4

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Abstract (arXiv)

We present a new method to bake classical facial animation blendshapes into a fast linear blend skinning representation. Previous work explored skinning decomposition methods that approximate general animated meshes using a dense set of bone transformations; these optimizers typically alternate between optimizing for the bone transformations and the skinning weights.We depart from this alternating scheme and propose a new approach based on proximal algorithms, which effectively means adding a projection step to the popular Adam optimizer. This approach is very flexible and allows us to quickly experiment with various additional constraints and/or loss functions. Specifically, we depart from the classical skinning paradigms and restrict the transformation coefficients to contain only about 10% non-zeros, while achieving similar accuracy and visual quality as the state-of-the-art. The sparse storage enables our method to deliver significant savings in terms of both memory and run-time speed. We include a compact implementation of our new skinning decomposition method in PyTorch, which is easy to experiment with and modify to related problems.

Key facts. Cited by 4 papers in the map (data through 14 Oct 2026). First posted on arXiv 17 Jun 2024.

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Citing papers per year: 2025: 3; 2026: 1.

4 papers.