Mesh-based inverse kinematics

R. Sumner, Matthias Zwicker, C. Gotsman, J. Popović
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引用次数: 313

Abstract

The ability to position a small subset of mesh vertices and produce a meaningful overall deformation of the entire mesh is a fundamental task in mesh editing and animation. However, the class of meaningful deformations varies from mesh to mesh and depends on mesh kinematics, which prescribes valid mesh configurations, and a selection mechanism for choosing among them. Drawing an analogy to the traditional use of skeleton-based inverse kinematics for posing skeletons. we define mesh-based inverse kinematics as the problem of finding meaningful mesh deformations that meet specified vertex constraints.Our solution relies on example meshes to indicate the class of meaningful deformations. Each example is represented with a feature vector of deformation gradients that capture the affine transformations which individual triangles undergo relative to a reference pose. To pose a mesh, our algorithm efficiently searches among all meshes with specified vertex positions to find the one that is closest to some pose in a nonlinear span of the example feature vectors. Since the search is not restricted to the span of example shapes, this produces compelling deformations even when the constraints require poses that are different from those observed in the examples. Furthermore, because the span is formed by a nonlinear blend of the example feature vectors, the blending component of our system may also be used independently to pose meshes by specifying blending weights or to compute multi-way morph sequences.
基于网格的逆运动学
定位一小部分网格顶点并产生整个网格的有意义的整体变形的能力是网格编辑和动画中的基本任务。然而,有意义的变形类别因网格而异,并取决于网格运动学,这规定了有效的网格配置,以及在其中选择的选择机制。类比于传统使用基于骨骼的逆运动学来摆姿势的骨骼。我们将基于网格的逆运动学定义为寻找满足指定顶点约束的有意义的网格变形的问题。我们的解决方案依赖于示例网格来指示有意义的变形类别。每个示例都用变形梯度的特征向量表示,该特征向量捕获了单个三角形相对于参考姿态所经历的仿射变换。为了构造一个网格,我们的算法有效地在所有具有指定顶点位置的网格中搜索,以在一个非线性特征向量的示例跨度中找到最接近某个姿态的网格。由于搜索不限于示例形状的跨度,因此即使约束要求的姿势与示例中观察到的姿势不同,也会产生引人注目的变形。此外,由于跨度是由示例特征向量的非线性混合形成的,因此我们系统的混合组件也可以通过指定混合权重或计算多路形态序列来独立地使用网格。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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