EasySkinning: Target-oriented skinning by mesh contraction and curve editing

IF 2.5 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
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Abstract

Skinning, a critical process in animation that defines how bones influence the vertices of a 3D character model, significantly impacts the visual effect in animation production. Traditional methods are time-intensive and skill-dependent, whereas automatic techniques lack in flexibility and quality. Our research introduces EasySkinning, a user-friendly system applicable to complex meshes. This method comprises three key components: rigid weight initialization through Voronoi contraction, precise weight editing via curve tools, and smooth weight solving for reconstructing target deformations. EasySkinning begins by contracting the input mesh inwards to the skeletal bones, which improves vertex-to-bone mappings, particularly in intricate mesh areas. We also design intuitive curve-editing tools, allowing users to define more precise bone influential regions. The final stage employs advanced deformation algorithms for smooth weight solving, crucial for achieving desired animations. Through extensive experiments, we demonstrate that EasySkinning not only simplifies the creation of high-quality skinning weights but also consistently outperforms existing automatic and interactive skinning methods.

Abstract Image

EasySkinning:通过网格收缩和曲线编辑实现面向目标的皮肤绘制
蒙皮是动画制作中的一个关键步骤,它定义了骨骼如何影响三维角色模型的顶点,对动画制作的视觉效果有重大影响。传统方法耗时长且依赖技能,而自动技术则缺乏灵活性和质量。我们的研究引入了 EasySkinning,这是一种适用于复杂网格的用户友好型系统。该方法由三个关键部分组成:通过 Voronoi 收缩进行刚性权重初始化、通过曲线工具进行精确权重编辑,以及用于重建目标变形的平滑权重求解。EasySkinning 首先将输入网格向内收缩至骨骼,从而改善顶点到骨骼的映射,尤其是在复杂的网格区域。我们还设计了直观的曲线编辑工具,允许用户定义更精确的骨骼影响区域。最后阶段采用了先进的变形算法,以实现平滑的权重求解,这对实现所需的动画效果至关重要。通过大量实验,我们证明 EasySkinning 不仅简化了高质量蒙皮权重的创建,而且性能始终优于现有的自动和交互式蒙皮方法。
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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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