Skinning arbitrary deformations

L. Kavan, R. Mcdonnell, S. Dobbyn, J. Zára, C. O'Sullivan
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引用次数: 30

Abstract

Matrix palette skinning (also known as skeletal subspace deformation) is a very popular real-time animation technique. So far, it has only been applied to the class of quasi-articulated objects, such as moving human or animal figures. In this paper, we demonstrate how to automatically construct skinning approximations of arbitrary precomputed animations, such as those of cloth or elastic materials. In contrast to previous approaches, our method is particularly well suited to input animations without rigid components. Our transformation fitting algorithm finds optimal skinning transformations (in a least-squares sense) and therefore achieves considerably higher accuracy for non-quasi-articulated objects than previous methods. This allows the advantages of skinned animations (e.g., efficient rendering, rest-pose editing and fast collision detection) to be exploited for arbitrary deformations.
蒙皮任意变形
矩阵调色板蒙皮(也称为骨架子空间变形)是一种非常流行的实时动画技术。到目前为止,它只应用于一类准关节物体,比如移动的人或动物形象。在本文中,我们演示了如何自动构建任意预计算动画的蒙皮近似,例如布料或弹性材料的动画。与之前的方法相比,我们的方法特别适合没有刚性组件的输入动画。我们的变换拟合算法找到最优的蒙皮变换(在最小二乘意义上),因此对非准关节对象的精度比以前的方法高得多。这允许蒙皮动画的优点(例如,高效渲染,休息姿势编辑和快速碰撞检测)被利用为任意变形。
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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