23 research outputs found
Data-driven weight optimization for real-time mesh deformation
3D model deformation has been an active research topic in geometric processing. Due to its efficiency, linear blend skinning (LBS) and its follow-up methods are widely used in practical applications as an efficient method for deforming vector images, geometric models and animated characters. LBS needs to determine the control handles and specify their influence weights, which requires expertise and is time-consuming. Further studies have proposed a method for efficiently calculating bounded biharmonic weights of given control handles which reduces user effort and produces smooth deformation results. The algorithm defines a high-order shape-aware smoothness function which tends to produce smooth deformation results, but fails to generate locally rigid deformations.
To address this, we propose a novel data-driven approach to producing improved weights for handles that makes full use of available 3D model data by optimizing an energy consisting of data-driven, rigidity and sparsity terms, while maintaining its advantage of allowing handles of various forms. We further devise an efficient iterative optimization scheme. Through contrast experiments, it clearly shows that linear blend skinning based on our optimized weights better reflects the deformation characteristics of the model, leading to more accurate deformation results, outperforming existing methods. The method also retains real-time performance even with a large number of deformation examples. Our ablation experiments also show that each energy term is essential
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Fast and deep deformation approximations
Character rigs are procedural systems that compute the shape of an animated character for a given pose. They can be highly complex and must account for bulges, wrinkles, and other aspects of a character's appearance. When comparing film-quality character rigs with those designed for real-time applications, there is typically a substantial and readily apparent difference in the quality of the mesh deformations. Real-time rigs are limited by a computational budget and often trade realism for performance. Rigs for film do not have this same limitation, and character riggers can make the rig as complicated as necessary to achieve realistic deformations. However, increasing the rig complexity slows rig evaluation, and the animators working with it can become less efficient and may experience frustration. In this paper, we present a method to reduce the time required to compute mesh deformations for film-quality rigs, allowing better interactivity during animation authoring and use in real-time games and applications. Our approach learns the deformations from an existing rig by splitting the mesh deformation into linear and nonlinear portions. The linear deformations are computed directly from the transformations of the rig's underlying skeleton. We use deep learning methods to approximate the remaining nonlinear portion. In the examples we show from production rigs used to animate lead characters, our approach reduces the computational time spent on evaluating deformations by a factor of 5×-10×. This significant savings allows us to run the complex, film-quality rigs in real-time even when using a CPU-only implementation on a mobile device
Parametric editing of clothed 3D avatars
Easy editing of a clothed 3D human avatar is central to many practical applications. However, it is easy to produce implausible, unnatural looking results, since subtle reshaping or pose alteration of avatars requires global consistency and agreement with human anatomy. Here, we present a parametric editing system for a clothed human body, based on use of a revised SCAPE model. We show that the parameters of the model can be estimated directly from a clothed avatar, and that it can be used as a basis for realistic, real-time editing of the clothed avatar mesh via a novel 3D body-aware warping scheme. The avatar can be easily controlled by a few semantically meaningful parameters, 12 biometric attributes controlling body shape, and 17 bones controlling pose. Our experiments demonstrate that our system can interactively produce visually pleasing results
Automatic generation of dynamic skin deformation for animated characters
© 2018 by the authors. Since non-automatic rigging requires heavy human involvements, and various automatic rigging algorithms are less efficient in terms of computational efficiency, especially for current curve-based skin deformation methods, identifying the iso-parametric curves and creating the animation skeleton requires tedious and time-consuming manual work. Although several automatic rigging methods have been developed, but they do not aim at curve-based models. To tackle this issue, this paper proposes a new rigging algorithm for automatic generation of dynamic skin deformation to quickly identify iso-parametric curves and create an animation skeleton in a few milliseconds, which can be seamlessly used in curve-based skin deformation methods to make the rigging process fast enough for highly efficient computer animation applications
NASA: Neural Articulated Shape Approximation
Efficient representation of articulated objects such as human bodies is an
important problem in computer vision and graphics. To efficiently simulate
deformation, existing approaches represent 3D objects using polygonal meshes
and deform them using skinning techniques. This paper introduces neural
articulated shape approximation (NASA), an alternative framework that enables
efficient representation of articulated deformable objects using neural
indicator functions that are conditioned on pose. Occupancy testing using NASA
is straightforward, circumventing the complexity of meshes and the issue of
water-tightness. We demonstrate the effectiveness of NASA for 3D tracking
applications, and discuss other potential extensions.Comment: ECCV 202