Skeleton Based As-Rigid-As-Possible Volume Modeling

dc.contributor.authorZhang, Shaotingen_US
dc.contributor.authorNealen, Andrewen_US
dc.contributor.authorMetaxas, Dimitrisen_US
dc.contributor.editorH. P. A. Lensch and S. Seipelen_US
dc.date.accessioned2015-07-09T10:00:28Z
dc.date.available2015-07-09T10:00:28Z
dc.date.issued2010en_US
dc.description.abstractShape deformation and editing are important for animation and game design. Based on as-rigid-as-possible (ARAP) surface modeling, an efficient approach is proposed to approximately preserve the volume of an object with large-scale deformations. The classical ARAP surface modeling uses two-stage iterations to recover rotations and preserve edge lengths. However, there is no volume preserving constraint, which may cause undesired artifacts. We show that the volume can be roughly kept by leveraging the skeleton information. First a skeleton is selected, and points are evenly generated on the skeleton. Then each point is correlated with several vertices on the surface of the object. The connectivity between the skeleton and the surface is defined as skeleton edges, which can be easily added into the linear system of the ARAP method as additional rows without breaking the manifoldness or sacrificing speed. Since this linear system is able to preserve the lengths of both the surface and skeleton edges, the area of cross sections and the volume between cross sections can be approximately preserved. In our experiments, we show that the rotations are natural and volumes are roughly kept. The system achieves real time performance for surface meshes with 5k vertices.en_US
dc.description.sectionheadersModeling and Simulationen_US
dc.description.seriesinformationEurographics 2010 - Short Papersen_US
dc.identifier.doi10.2312/egsh.20101038en_US
dc.identifier.pages21-24en_US
dc.identifier.urihttps://doi.org/10.2312/egsh.20101038en_US
dc.publisherThe Eurographics Associationen_US
dc.titleSkeleton Based As-Rigid-As-Possible Volume Modelingen_US
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