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Real‐Time Deformation with Coupled Cages and Skeletons
Computer Graphics Forum ( IF 2.5 ) Pub Date : 2020-01-30 , DOI: 10.1111/cgf.13900
F. Corda 1 , J. M. Thiery 2 , M. Livesu 3 , E. Puppo 4 , T. Boubekeur 2, 5 , R. Scateni 1
Affiliation  

Skeleton‐based and cage‐based deformation techniques represent the two most popular approaches to control real‐time deformations of digital shapes and are, to a vast extent, complementary to one another. Despite their complementary roles, high‐end modelling packages do not allow for seamless integration of such control structures, thus inducing a considerable burden on the user to maintain them synchronized. In this paper, we propose a framework that seamlessly combines rigging skeletons and deformation cages, granting artists with a real‐time deformation system that operates using any smooth combination of the two approaches. By coupling the deformation spaces of cages and skeletons, we access a much larger space, containing poses that are impossible to obtain by acting solely on a skeleton or a cage. Our method is oblivious to the specific techniques used to perform skinning and cage‐based deformation, securing it compatible with pre‐existing tools. We demonstrate the usefulness of our hybrid approach on a variety of examples.

中文翻译:

耦合笼子和骨架的实时变形

基于骨架和基于笼子的变形技术代表了控制数字形状实时变形的两种最流行的方法,并且在很大程度上相互补充。尽管它们的角色互补,但高端建模包不允许无缝集成此类控制结构,从而给用户带来了相当大的负担来保持它们的同步。在本文中,我们提出了一个无缝结合索具骨架和变形笼的框架,为艺术家提供了一个实时变形系统,该系统使用两种方法的任何平滑组合进行操作。通过耦合笼子和骨架的变形空间,我们可以访问更大的空间,其中包含仅通过作用在骨架或笼子上无法获得的姿势。我们的方法忽略了用于执行蒙皮和基于笼子的变形的特定技术,确保它与预先存在的工具兼容。我们在各种示例中证明了我们的混合方法的有用性。
更新日期:2020-01-30
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