ARAPLBS: Robust and Efficient Elasticity‐Based Optimization of Weights and Skeleton Joints for Linear Blend Skinning with Parametrized Bones

dc.contributor.authorThiery, J.‐M.en_US
dc.contributor.authorEisemann, E.en_US
dc.contributor.editorChen, Min and Benes, Bedrichen_US
dc.date.accessioned2018-04-05T12:48:35Z
dc.date.available2018-04-05T12:48:35Z
dc.date.issued2018
dc.description.abstractWe present a fast, robust and high‐quality technique to skin a mesh with reference to a skeleton. We consider the space of possible skeleton deformations (based on skeletal constraints, or skeletal animations), and compute skinning weights based on an optimization scheme to obtain as‐rigid‐as‐possible (ARAP) corresponding mesh deformations. We support stretchable‐and‐twistable bones (STBs) and spines by generalizing the ARAP deformations to stretchable deformers. In addition, our approach can optimize joint placements. If wanted, a user can guide and interact with the results, which is facilitated by an interactive feedback, reached via an efficient sparsification scheme. We demonstrate our technique on challenging inputs (STBs and spines, triangle and tetrahedral meshes featuring missing elements, boundaries, self‐intersections or wire edges).We present a fast, robust and high‐quality technique to skin a mesh with reference to a skeleton. We consider the space of possible skeleton deformations (based on skeletal constraints, or skeletal animations), and compute skinning weights based on an optimization scheme to obtain as‐rigid‐as‐possible (ARAP) corresponding mesh deformations. We support stretchable‐and‐twistable bones (STBs) and spines by generalizing the ARAP deformations to stretchable deformers. In addition, our approach can optimize joint placements. If wanted, a user can guide and interact with the results, which is facilitated by an interactive feedback, reached via an efficient sparsification scheme. We demonstrate our technique on challenging inputs (STBs and spines, triangle and tetrahedral meshes featuring missing elements, boundaries, self‐intersections or wire edges).en_US
dc.description.number1
dc.description.sectionheadersArticles
dc.description.seriesinformationComputer Graphics Forum
dc.description.volume37
dc.identifier.doi10.1111/cgf.13161
dc.identifier.issn1467-8659
dc.identifier.pages32-44
dc.identifier.urihttps://doi.org/10.1111/cgf.13161
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13161
dc.publisher© 2018 The Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectdeformations
dc.subjectanimation systems
dc.subjectgeometric modelling
dc.subjectI.3.5 [Computer Graphics]: Computational Geometry and Object Modelling—Curve
dc.subjectsurface
dc.subjectsolid and object representations
dc.titleARAPLBS: Robust and Efficient Elasticity‐Based Optimization of Weights and Skeleton Joints for Linear Blend Skinning with Parametrized Bonesen_US
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