Mesh Sequence Morphing

dc.contributor.authorChen, Xueen_US
dc.contributor.authorFeng, Jieqingen_US
dc.contributor.authorBechmann, Dominiqueen_US
dc.contributor.editorChen, Min and Zhang, Hao (Richard)en_US
dc.date.accessioned2016-03-01T14:13:09Z
dc.date.available2016-03-01T14:13:09Z
dc.date.issued2016en_US
dc.description.abstractMorphing is an important technique for the generation of special effects in computer animation. However, an analogous technique has not yet been applied to the increasingly prevalent animation representation, i.e. 3D mesh sequences. In this paper, a technique for morphing between two mesh sequences is proposed to simultaneously blend motions and interpolate shapes. Based on all possible combinations of the motions and geometries, a universal framework is proposed to recreate various plausible mesh sequences. To enable a universal framework, we design a skeleton‐driven cage‐based deformation transfer scheme which can account for motion blending and geometry interpolation. To establish one‐to‐one correspondence for interpolating between two mesh sequences, a hybrid cross‐parameterization scheme that fully utilizes the skeleton‐driven cage control structure and adapts user‐specified joint‐like markers, is introduced. The experimental results demonstrate that the framework, not only accomplishes mesh sequence morphing, but also is suitable for a wide range of applications such as deformation transfer, motion blending or transition and dynamic shape interpolation.Morphing is an important technique for the generation of special effects in computer animation. However, an analogous technique has not yet been applied to the increasingly prevalent animation representation, i.e. 3D mesh sequences. In this paper, a technique for morphing between two mesh sequences is proposed to simultaneously blend motions and interpolate shapes. Based on all possible combinations of the motions and geometries, a universal framework is proposed to recreate various plausible mesh sequences. To enable a universal framework, we design a skeleton‐driven cage‐based deformation transfer scheme which can account for motion blending and geometry interpolation.en_US
dc.description.number1en_US
dc.description.sectionheadersArticlesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume35en_US
dc.identifier.doi10.1111/cgf.12718en_US
dc.identifier.urihttps://doi.org/10.1111/cgf.12718en_US
dc.publisherCopyright © 2016 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectmesh sequence morphingen_US
dc.subjectmesh sequence representationen_US
dc.subjectcross‐parameterizationen_US
dc.subjectdeformation transferen_US
dc.subjectI.3.5 [Computer Graphics]: Computational Geometry and Object Modelling—Hierarchy and geometric transformations; I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism—Animationen_US
dc.titleMesh Sequence Morphingen_US
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