Robust and accurate skeletal rigging from mesh sequences

Robust and accurate skeletal rigging from mesh sequences
复制标题

DOI:
10.1145/2601097.2601161
复制
发表时间:
2014-07
期刊:
ACM Transactions on Graphics (TOG)
影响因子:
--
通讯作者:
B. Le;Z. Deng
B. Le;Z. Deng
中科院分区:
其他
文献类型:
--
作者:
B. Le;Z. Deng

文献摘要

被引文献

相似文献

我们引入了一个基于实例的装配方法来自动生成具有骨架结构的线性混合蒙皮模型。基于一组示例姿势,我们的方法可以输出其骨架、关节位置、线性混合蒙皮权重和相应的骨骼变换。输出可直接用于在各种3D建模和动画软件以及游戏引擎中设置基于虚拟机的动画。具体而言,我们将具有骨架的线性混合蒙皮模型的求解公式化为具有关节约束和权重平滑正则化的优化,并使用迭代装配算法来求解它,该算法(i)交替更新蒙皮权重,关节位置和骨骼变换,以及(ii)自动修剪可能由高估的骨骼初始化生成的冗余骨骼。由于自动冗余骨骼修剪,我们的方法是更强大的比现有的基于实例的索具方法。此外,在装配精度方面,即使使用一组参数,我们的方法也可以在各种类型的实验数据集(包括人类,四倍动物和高度可变形模型)上完全优于现有技术。
We introduce an example-based rigging approach to automatically generate linear blend skinning models with skeletal structure. Based on a set of example poses, our approach can output its skeleton, joint positions, linear blend skinning weights, and corresponding bone transformations. The output can be directly used to set up skeleton-based animation in various 3D modeling and animation software as well as game engines. Specifically, we formulate the solving of a linear blend skinning model with a skeleton as an optimization with joint constraints and weight smoothness regularization, and solve it using an iterative rigging algorithm that (i) alternatively updates skinning weights, joint locations, and bone transformations, and (ii) automatically prunes redundant bones that can be generated by an over-estimated bone initialization. Due to the automatic redundant bone pruning, our approach is more robust than existing example-based rigging approaches. Furthermore, in terms of rigging accuracy, even with a single set of parameters, our approach can soundly outperform state of the art methods on various types of experimental datasets including humans, quadrupled animals, and highly deformable models.