{"title":"Efficient inverse-kinematics solver for precise pose reconstruction of skinned 3D models","authors":"Daeun Kang, Hyunah Park, Taesoo Kwon","doi":"10.1016/j.cag.2024.104125","DOIUrl":null,"url":null,"abstract":"<div><div>We propose an accelerated inverse-kinematics (IK) solving method aimed at reconstructing the pose of a 3D model based on the positions of surface markers or feature points. The model encompasses a skeletal structure of joints and a triangular mesh constituting its external surface. A mesh-based IK solving method optimizes the joint configurations to achieve the desired surface pose, assuming that surface markers are attached to the joints using linear-blended skinning, and that the target positions for these surface markers are provided. In the conventional IK solving method, the final position of a given joint is determined by iteratively computing error gradients based on the target marker positions, typically implemented using a 3-nested loop structure. In this paper, we streamline the standard IK computation process by precomputing all redundant terms for future use, leading to a significant reduction in asymptotic time complexity. We experimentally show that our accelerated IK solving method exhibits increasingly superior performance gains as the number of markers increases. Our pose reconstruction tests show performance improvements ranging between 34% and three times compared to a highly optimized implementation of the conventional method.</div></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"125 ","pages":"Article 104125"},"PeriodicalIF":2.5000,"publicationDate":"2024-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers & Graphics-Uk","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0097849324002607","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
引用次数: 0
Abstract
We propose an accelerated inverse-kinematics (IK) solving method aimed at reconstructing the pose of a 3D model based on the positions of surface markers or feature points. The model encompasses a skeletal structure of joints and a triangular mesh constituting its external surface. A mesh-based IK solving method optimizes the joint configurations to achieve the desired surface pose, assuming that surface markers are attached to the joints using linear-blended skinning, and that the target positions for these surface markers are provided. In the conventional IK solving method, the final position of a given joint is determined by iteratively computing error gradients based on the target marker positions, typically implemented using a 3-nested loop structure. In this paper, we streamline the standard IK computation process by precomputing all redundant terms for future use, leading to a significant reduction in asymptotic time complexity. We experimentally show that our accelerated IK solving method exhibits increasingly superior performance gains as the number of markers increases. Our pose reconstruction tests show performance improvements ranging between 34% and three times compared to a highly optimized implementation of the conventional method.
我们提出了一种加速逆运动学(IK)求解方法,旨在根据表面标记或特征点的位置重建三维模型的姿态。该模型包括由关节组成的骨骼结构和构成其外表面的三角形网格。基于网格的 IK 求解方法可以优化关节配置以实现所需的表面姿态,前提是使用线性混合蒙皮法将表面标记连接到关节上,并提供这些表面标记的目标位置。在传统的 IK 求解方法中,给定关节的最终位置是通过基于目标标记位置迭代计算误差梯度来确定的,通常使用 3 嵌套循环结构来实现。在本文中,我们通过预计算所有冗余项来简化标准 IK 计算过程,从而显著降低渐进时间复杂度。我们的实验表明,随着标记数量的增加,我们的加速 IK 求解方法表现出越来越优异的性能。我们的姿态重建测试表明,与传统方法的高度优化实现相比,性能提高了 34% 到三倍不等。
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.