Motion graphs for unstructured textured meshes

Motion graphs for unstructured textured meshes
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DOI:
10.1145/2897824.2925967
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发表时间:
2016-07
期刊:
ACM Transactions on Graphics (TOG)
影响因子:
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通讯作者:
F. Prada;M. Kazhdan;Ming Chuang;Alvaro Collet;Hugues Hoppe
F. Prada;M. Kazhdan;Ming Chuang;Alvaro Collet;Hugues Hoppe
中科院分区:
其他
文献类型:
--
作者:
F. Prada;M. Kazhdan;Ming Chuang;Alvaro Collet;Hugues Hoppe

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扫描的表演通常在虚拟环境中表示为纹理三角形网格序列。随着时间的推移而变形的详细形状受益于具有动态变化连接性的网格。我们分析这些非结构化网格序列,以自动合成运动图,并在兼容的姿势和动作之间实现新的平滑过渡。此类运动图可实现自然的周期性运动、随机播放和用户控制的动画。非结构化序列的主要挑战是网格不仅在连通性方面不同,而且在对齐、形状和纹理方面也不同。我们引入新的几何处理技术来解决这些问题,并演示高质量捕获的视觉无缝过渡。
Scanned performances are commonly represented in virtual environments as sequences of textured triangle meshes. Detailed shapes deforming over time benefit from meshes with dynamically evolving connectivity. We analyze these unstructured mesh sequences to automatically synthesize motion graphs with new smooth transitions between compatible poses and actions. Such motion graphs enable natural periodic motions, stochastic playback, and user-directed animations. The main challenge of unstructured sequences is that the meshes differ not only in connectivity but also in alignment, shape, and texture. We introduce new geometry processing techniques to address these problems and demonstrate visually seamless transitions on high-quality captures.