当前位置: X-MOL 学术Comput. Graph. Forum › 论文详情
Our official English website, www.x-mol.net, welcomes your feedback! (Note: you will need to create a separate account there.)
Hyperspectral Inverse Skinning
Computer Graphics Forum ( IF 2.5 ) Pub Date : 2020-02-26 , DOI: 10.1111/cgf.13903
Songrun Liu 1 , Jianchao Tan 1 , Zhigang Deng 2 , Yotam Gingold 1
Affiliation  

In example‐based inverse linear blend skinning (LBS), a collection of poses (e.g. animation frames) are given, and the goal is finding skinning weights and transformation matrices that closely reproduce the input. These poses may come from physical simulation, direct mesh editing, motion capture or another deformation rig. We provide a re‐formulation of inverse skinning as a problem in high‐dimensional Euclidean space. The transformation matrices applied to a vertex across all poses can be thought of as a point in high dimensions. We cast the inverse LBS problem as one of finding a tight‐fitting simplex around these points (a well‐studied problem in hyperspectral imaging). Although we do not observe transformation matrices directly, the 3D position of a vertex across all of its poses defines an affine subspace, or flat. We solve a ‘closest flat’ optimization problem to find points on these flats, and then compute a minimum‐volume enclosing simplex whose vertices are the transformation matrices and whose barycentric coordinates are the skinning weights. We are able to create LBS rigs with state‐of‐the‐art reconstruction error and state‐of‐the‐art compression ratios for mesh animation sequences. Our solution does not consider weight sparsity or the rigidity of recovered transformations. We include observations and insights into the closest flat problem. Its ideal solution and optimal LBS reconstruction error remain an open problem.

中文翻译:

高光谱反向蒙皮

在基于示例的逆线性混合蒙皮 (LBS) 中,给出了一组姿势(例如动画帧),目标是找到与输入密切相关的蒙皮权重和变换矩阵。这些姿势可能来自物理模拟、直接网格编辑、动作捕捉或其他变形装置。我们提供了逆蒙皮作为高维欧几里德空间中的问题的重新表述。应用于所有姿势的顶点的变换矩阵可以被认为是高维中的一个点。我们将逆 LBS 问题视为在这些点周围寻找紧拟合单纯形的问题之一(高光谱成像中一个经过充分研究的问题)。尽管我们不直接观察变换矩阵,但顶点在其所有姿势上的 3D 位置定义了仿射子空间或平面。我们解决了一个“最近平面”优化问题来在这些平面上找到点,然后计算一个最小体积的封闭单纯形,其顶点是变换矩阵,其重心坐标是蒙皮权重。我们能够为网格动画序列创建具有最先进重建误差和最先进压缩比的 LBS 装备。我们的解决方案不考虑权重稀疏性或恢复变换的刚性。我们包括对最近平面问题的观察和见解。它的理想解和最优 LBS 重建误差仍然是一个悬而未决的问题。我们能够为网格动画序列创建具有最先进重建误差和最先进压缩比的 LBS 装备。我们的解决方案不考虑权重稀疏性或恢复变换的刚性。我们包括对最近平面问题的观察和见解。它的理想解和最优 LBS 重建误差仍然是一个悬而未决的问题。我们能够为网格动画序列创建具有最先进重建误差和最先进压缩比的 LBS 装备。我们的解决方案不考虑权重稀疏性或恢复变换的刚性。我们包括对最近平面问题的观察和见解。它的理想解和最优 LBS 重建误差仍然是一个悬而未决的问题。
更新日期:2020-02-26
down
wechat
bug