Automatic skeleton generation using hierarchical mesh segmentation

IF 0.7 4区 计算机科学 Q4 COMPUTER SCIENCE, CYBERNETICS
Ryan Anthony J. de Belen, Rowel Atienza
{"title":"Automatic skeleton generation using hierarchical mesh segmentation","authors":"Ryan Anthony J. de Belen, Rowel Atienza","doi":"10.1145/2992138.2992150","DOIUrl":null,"url":null,"abstract":"High fidelity and interactive 3D characters abound in virtual and augmented reality. However, making one usually requires manual skeleton extraction and specification on how the body reacts with the translation and rotation of the bones. While there are previous works that already solve this problem, most systems have limitations with the input or the output cannot be directly used for animation. With the goal of bringing any humanoid toys to life, a pipeline is presented to automatically generate the toy's skeletal structure and skinning weights. First, the mesh is segmented into several parts using normal characteristic value (NCV) and global point signatures (GPS) as candidate points for segmentation. Then, joint locations are generated based on the segmentation results. Further-more, the skinning weights are generated by solving the Laplace diffusion equation. Experimental results show that our pipeline is robust enough to extract skeletal structures from graphic artists' models as well as from scanned models. In addition, our pipeline is deformation-invariant as it can generate the same skeletal structure of a model having different poses. Finally, our pipeline achieves both appealing virtual realism and fast speed. The output can be directly used to setup skeleton-based animations in games as well as real-time virtual and augmented reality applications within minutes.","PeriodicalId":54588,"journal":{"name":"Presence-Teleoperators and Virtual Environments","volume":null,"pages":null},"PeriodicalIF":0.7000,"publicationDate":"2016-11-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Presence-Teleoperators and Virtual Environments","FirstCategoryId":"94","ListUrlMain":"https://doi.org/10.1145/2992138.2992150","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 3

Abstract

High fidelity and interactive 3D characters abound in virtual and augmented reality. However, making one usually requires manual skeleton extraction and specification on how the body reacts with the translation and rotation of the bones. While there are previous works that already solve this problem, most systems have limitations with the input or the output cannot be directly used for animation. With the goal of bringing any humanoid toys to life, a pipeline is presented to automatically generate the toy's skeletal structure and skinning weights. First, the mesh is segmented into several parts using normal characteristic value (NCV) and global point signatures (GPS) as candidate points for segmentation. Then, joint locations are generated based on the segmentation results. Further-more, the skinning weights are generated by solving the Laplace diffusion equation. Experimental results show that our pipeline is robust enough to extract skeletal structures from graphic artists' models as well as from scanned models. In addition, our pipeline is deformation-invariant as it can generate the same skeletal structure of a model having different poses. Finally, our pipeline achieves both appealing virtual realism and fast speed. The output can be directly used to setup skeleton-based animations in games as well as real-time virtual and augmented reality applications within minutes.
使用分层网格分割自动生成骨架
在虚拟现实和增强现实中,高保真度和交互式3D角色比比皆是。然而,制作一个机器人通常需要手工提取骨骼,并说明身体如何对骨骼的平移和旋转做出反应。虽然之前的作品已经解决了这个问题,但大多数系统在输入或输出方面都有限制,不能直接用于动画。为了使任何人形玩具栩栩如生,提出了一个流水线来自动生成玩具的骨骼结构和蒙皮重量。首先,利用法向特征值(NCV)和全局点特征(GPS)作为候选点对网格进行分割;然后,根据分割结果生成关节位置。此外,通过求解拉普拉斯扩散方程得到蒙皮权值。实验结果表明,我们的管道具有足够的鲁棒性,可以从图形艺术家的模型和扫描模型中提取骨骼结构。此外,我们的管道是变形不变的,因为它可以生成具有不同姿势的模型的相同骨架结构。最后,我们的流水线实现了吸引人的虚拟现实和快速的速度。输出可以在几分钟内直接用于在游戏中设置基于骨骼的动画以及实时虚拟和增强现实应用程序。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
CiteScore
2.20
自引率
0.00%
发文量
8
审稿时长
>12 weeks
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信