### Summary Create a unified approach based on scattered data interpolation that works for a wide range of skinning problems (whole body and facial, among others) and can prevent artifacts in simpler skinning methods (linear-blend skinning) such as the candy-wrapper effect. ### Problem No good, fast, unified approaches to skinning are good for general whole-body deformation and facial deformation. ### Solution This paper treats skinning as a scattered data interpolation problem. Basically, a set of poses are created and the mesh representing the pose is sculpted. This is done for several poses. The set of parameters that represent a pose make up a "pose space" and the positions of the mesh's vertices are data points in this pose space. Now, given a pose, scattered data interpolation is used to interpolate the mesh's vertex positions based on the parameters of the pose. ### Contributions 1. Scattered data interpolation approach to parametric mesh deformation. ### Questions, Comments, Flaws One of this paper's stated goals was that the method should be fast for use in interactive applications (gaming is mentioned as one such example). And yet, this method seems wholly inappropriate for use in interactive applications, *particularly* computer gaming. First, the storage requirements for this method are much higher than for SSD as several poses must be stored in memory. Second, the solving of radial basis functions must be done at run time which does not seem appropriate for an interactive application like a game.