Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation

J. P. Lewis, Matt Cordner, Nickson Fong
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引用次数: 983

Abstract

Pose space deformation generalizes and improves upon both shape interpolation and common skeleton-driven deformation techniques. This deformation approach proceeds from the observation that several types of deformation can be uniformly represented as mappings from a pose space, defined by either an underlying skeleton or a more abstract system of parameters, to displacements in the object local coordinate frames. Once this uniform representation is identified, previously disparate deformation types can be accomplished within a single unified approach. The advantages of this algorithm include improved expressive power and direct manipulation of the desired shapes yet the performance associated with traditional shape interpolation is achievable. Appropriate applications include animation of facial and body deformation for entertainment, telepresence, computer gaming, and other applications where direct sculpting of deformations is desired or where real-time synthesis of a deforming model is required.
位姿空间变形:形状插值和骨架驱动变形的统一方法
位姿空间变形在形状插值和常见的骨骼驱动变形技术的基础上进行了推广和改进。这种变形方法源于这样一种观察,即几种类型的变形可以统一地表示为从姿态空间(由底层骨架或更抽象的参数系统定义)到对象局部坐标帧中的位移的映射。一旦确定了这种统一的表示,以前不同的变形类型就可以在一个统一的方法中完成。该算法的优点包括提高了表达能力和对所需形状的直接操作,但可以实现与传统形状插值相关的性能。适当的应用包括用于娱乐的面部和身体变形的动画,远程呈现,计算机游戏和其他应用,其中需要直接雕刻变形或需要实时合成变形模型。
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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