Atlas-Based Character Skinning with Automatic Mesh Decomposition
نویسندگان
چکیده
Skinning is the most tedious part in the character animation process. Using standard methods, joint weights must be attached to each vertex of the character’s mesh, which is often time-consuming if an accurate animation is required. We propose a new modeling of the skinning process, inspired by the notion of atlas of charts. Starting from the character’s animation skeleton, we first automatically decompose the mesh into anatomically meaningful overlapping regions. Regions are then blended in their overlapping parts using continuous transition functions. This leads to a simple yet efficient skinning process for which the weights are automatically defined and do not depend on the Euclidean distance but on the distance on the surface. Key-words: character animation, skinning, atlas of charts, segmentation Part of this work was done while the first author was visiting INRIA with a “INRIA Internship” grant. This work is part of the MEGA project (http://evasion.imag.fr/mega/ ), funded by IMAG, ELESA and INRIA. ∗ INRIA † Department of Computer Science, The University of Hong Kong ‡ Grenoble Universités in ria -0 02 02 59 7, v er si on 4 18 J an 2 01 0 Skinning de personnages par une méthode basée atlas avec décomposition automatique de maillage Résumé : Le skinning est l’étape la plus fastidieuse du processus d’animation d’un personnage. Dans les méthodes classiques, un poids associé à chaque articulation doit être attaché à chaque sommet du maillage du personnage, ce qui est souvent très coûteux en temps lorsqu’une animation précise est exigée. Nous proposons une nouvelle modélisation du processus de skinning, s’inspirant de la notion d’atlas de cartes. A partir du squelette d’animation du personnage, nous décomposons d’abord automatiquement le maillage en régions anatomiquement significatives et qui se chevauchent. Ces régions sont ensuite fusionnées dans leurs zones de chevauchement grâce à l’utilisation de fonctions de transition continues. Ceci conduit à un processus de skinning simple mais néanmoins efficace, pour lequel les poids sont automatiquement définis et ne dépendent pas de la distance euclidienne entre sommets, mais de la distance sur la surface. Mots-clés : animation de personnages, skinning, atlas de cartes, segmentation in ria -0 02 02 59 7, v er si on 4 18 J an 2 01 0 Atlas-Based Character Skinning with Automatic Mesh Decomposition 3
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تاریخ انتشار 2008