Instruct: Given a scientific paper title, retrieve paper titles that are cited by the given paper.
Query: Fabricating articulated characters from skinned meshes
EigenSkin: real time large deformation character skinning in hardware
Three Methods for Making of Character Facial Animation based on Game Engine Focused on Scene Composition of Machinima Game 'Walking Dead'
Capturing and animating skin deformation in human motion
Muscle-Based Control for Character Animation
Dual Quaternion Blending Algorithm and Its Application in Character Animation
A Sketch-Based Interface for Clothing Virtual Characters
Motion capture assisted animation: texturing and synthesis
Animating non-humanoid characters with human motion data
TraceMove: A Data-assisted Interface for Sketching 2D Character Animation
Dynamic balancing and walking for real-time 3d characters
An automatic skinning method for real-time deformation
Enriching Facial Blendshape Rigs with Physical Simulation
exaggerating character motions using sub - joint hierarchy .
A deep learning framework for character motion synthesis and editing
Computational design of actuated deformable characters
A Physically-Based Modeling and Simulation Framework for Facial Animation
Skeletal Animation Based on BVH Motion Data
Avatar reshaping and automatic rigging using a deformable model
Image-based Human Character Modeling and Reconstruction for Virtual Reality Exposure Therapy
Automatic Pose Tracking and Motion Transfer to Arbitrary 3D Characters
Medical images enhancement by using anisotropic filter and CLAHE
Curiosity-Driven Reinforcement Learning with Homeostatic Regulation
Medical waste management - A review.
A topological insight into restricted Boltzmann machines
parameterized models for facial animation .