摘要:
A computer implemented method for deforming a 3D polygon mesh using non-linear and linear constraints. The method includes creating a coarse control 3D polygon mesh that completely encapsulates the 3D polygon mesh to be deformed, projecting the deformation energy of the 3D polygon mesh and the constraints of the 3D polygon mesh to the vertices, or subspace, of the coarse control 3D polygon mesh, and determining the resulting deformed 3D polygon mesh by iteratively determining the deformation energy of the subspace. The constraints may be either linear or non-linear constraints, for example, a Laplacian constraint, a position constraint, a projection constraint, a skeleton constraint, or a volume constraint.
摘要:
A computer implemented method for deforming a 3D polygon mesh using non-linear and linear constraints. The method includes creating a coarse control 3D polygon mesh that completely encapsulates the 3D polygon mesh to be deformed, projecting the deformation energy of the 3D polygon mesh and the constraints of the 3D polygon mesh to the vertices, or subspace, of the coarse control 3D polygon mesh, and determining the resulting deformed 3D polygon mesh by iteratively determining the deformation energy of the subspace. The constraints may be either linear or non-linear constraints, for example, a Laplacian constraint, a position constraint, a projection constraint, a skeleton constraint, or a volume constraint.
摘要:
An approach to enrich skeleton-driven animations with physically-based secondary deformation in real time is described. To achieve this goal, the technique described employs a surface-based deformable model that can interactively emulate the dynamics of both low- and high-frequency volumetric effects. Given a surface mesh and a few sample sequences of its physical behavior, a set of motion parameters of the material are learned during an off-line preprocessing step. The deformable model is then applicable to any given skeleton-driven animation of the surface mesh. Additionally, the described dynamic skinning technique can be entirely implemented on GPUs and executed with great efficiency. Thus, with minimal changes to the conventional graphics pipeline, the technique can drastically enhance the visual experience of skeleton-driven animations by adding secondary deformation in real time.
摘要:
This disclosure describes a variational framework for detail-preserving skinned mesh manipulation or deformation. The skinned mesh deformation occurs by optimizing skeleton position and vertex weights of a skeletal skinned mesh in an integrated manner. The process allows creating new poses and animations by specifying a few desired constraints for the skeletal skinned mesh in an interactive deformation platform. This process adjusts the skeletal position and solves for a deformed skinned mesh simultaneously with an algorithm in conjunction with the constraints. The algorithm includes a cascading optimization procedure. The mesh puppetry displays skinned mesh manipulation in real-time.The user interface will enable interactive design in creating new poses and animations for a skeletal skinned mesh, enabling direct manipulation of the skeletal skinned mesh to create natural, life-like poses, and providing automatic balancing and most-rigid constraints to create a puppet-like animation.
摘要:
An approach to enrich skeleton-driven animations with physically-based secondary deformation in real time is described. To achieve this goal, the technique described employs a surface-based deformable model that can interactively emulate the dynamics of both low- and high-frequency volumetric effects. Given a surface mesh and a few sample sequences of its physical behavior, a set of motion parameters of the material are learned during an off-line preprocessing step. The deformable model is then applicable to any given skeleton-driven animation of the surface mesh. Additionally, the described dynamic skinning technique can be entirely implemented on GPUs and executed with great efficiency. Thus, with minimal changes to the conventional graphics pipeline, the technique can drastically enhance the visual experience of skeleton-driven animations by adding secondary deformation in real time.
摘要:
This disclosure describes a variational framework for detail-preserving skinned mesh manipulation or deformation. The skinned mesh deformation occurs by optimizing skeleton position and vertex weights of a skeletal skinned mesh in an integrated manner. The process allows creating new poses and animations by specifying a few desired constraints for the skeletal skinned mesh in an interactive deformation platform. This process adjusts the skeletal position and solves for a deformed skinned mesh simultaneously with an algorithm in conjunction with the constraints. The algorithm includes a cascading optimization procedure. The mesh puppetry displays skinned mesh manipulation in real-time.The user interface will enable interactive design in creating new poses and animations for a skeletal skinned mesh, enabling direct manipulation of the skeletal skinned mesh to create natural, life-like poses, and providing automatic balancing and most-rigid constraints to create a puppet-like animation.