Skinning mesh animations

Skinning mesh animations
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DOI:
10.1145/1186822.1073206
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发表时间:
2005-07
期刊:
ACM SIGGRAPH 2005 Papers
影响因子:
--
通讯作者:
Doug L. James;Christopher D. Twigg
Doug L. James;Christopher D. Twigg
中科院分区:
其他
文献类型:
--
作者:
Doug L. James;Christopher D. Twigg

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我们扩展的方法蒙皮字符的一般设置的蒙皮变形网格动画。我们提供了一个自动生成渐进蒙皮近似算法,这是特别有效的伪关节运动。我们的贡献包括使用高维网格旋转序列的非参数均值漂移聚类来自动识别统计相关的骨骼,以及鲁棒的最小二乘法来确定骨骼变换、骨骼顶点影响集和顶点权重值。我们使用一个低秩的数据减少模型中定义的未变形的网格配置,以提供渐进的收敛与固定数量的骨骼。我们表明,由此产生的皮肤动画,使高效的硬件渲染,休息姿势编辑,可变形碰撞检测。最后,我们提出了许多例子,皮肤自动生成使用一组参数值。
We extend approaches for skinning characters to the general setting of skinning deformable mesh animations. We provide an automatic algorithm for generating progressive skinning approximations, that is particularly efficient for pseudo-articulated motions. Our contributions include the use of nonparametric mean shift clustering of high-dimensional mesh rotation sequences to automatically identify statistically relevant bones, and robust least squares methods to determine bone transformations, bone-vertex influence sets, and vertex weight values. We use a low-rank data reduction model defined in the undeformed mesh configuration to provide progressive convergence with a fixed number of bones. We show that the resulting skinned animations enable efficient hardware rendering, rest pose editing, and deformable collision detection. Finally, we present numerous examples where skins were automatically generated using a single set of parameter values.