Pose Space Surface Manipulation

Example-based mesh deformation techniques produce natural and realistic shapes by learning the space of deformations from examples. However, skeleton-based methods cannot manipulate a global mesh structure naturally, whereas the mesh-based approaches based on a translational control do not allow the...

Full description

Bibliographic Details
Main Authors: Yusuke Yoshiyasu, Nobutoshi Yamazaki
Format: Article
Language:English
Published: Hindawi Limited 2012-01-01
Series:International Journal of Computer Games Technology
Online Access:http://dx.doi.org/10.1155/2012/596953
id doaj-27e9c3ce68f747f1b145c0d9d40f8df4
record_format Article
spelling doaj-27e9c3ce68f747f1b145c0d9d40f8df42020-11-24T22:21:02ZengHindawi LimitedInternational Journal of Computer Games Technology1687-70471687-70552012-01-01201210.1155/2012/596953596953Pose Space Surface ManipulationYusuke Yoshiyasu0Nobutoshi Yamazaki1School of Science and Technology, Keio University, Kanagawa 223-8522, JapanDepartment of Mechanical Engineering, Keio University, Kanagawa 223-8522, JapanExample-based mesh deformation techniques produce natural and realistic shapes by learning the space of deformations from examples. However, skeleton-based methods cannot manipulate a global mesh structure naturally, whereas the mesh-based approaches based on a translational control do not allow the user to edit a local mesh structure intuitively. This paper presents an example-driven mesh editing framework that achieves both global and local pose manipulations. The proposed system is built with a surface deformation method based on a two-step linear optimization technique and achieves direct manipulations of a model surface using translational and rotational controls. With the translational control, the user can create a model in natural poses easily. The rotational control can adjust the local pose intuitively by bending and twisting. We encode example deformations with a rotation-invariant mesh representation which handles large rotations in examples. To incorporate example deformations, we infer a pose from the handle translations/rotations and perform pose space interpolation, thereby avoiding involved nonlinear optimization. With the two-step linear approach combined with the proposed multiresolution deformation method, we can edit models at interactive rates without losing important deformation effects such as muscle bulging.http://dx.doi.org/10.1155/2012/596953
collection DOAJ
language English
format Article
sources DOAJ
author Yusuke Yoshiyasu
Nobutoshi Yamazaki
spellingShingle Yusuke Yoshiyasu
Nobutoshi Yamazaki
Pose Space Surface Manipulation
International Journal of Computer Games Technology
author_facet Yusuke Yoshiyasu
Nobutoshi Yamazaki
author_sort Yusuke Yoshiyasu
title Pose Space Surface Manipulation
title_short Pose Space Surface Manipulation
title_full Pose Space Surface Manipulation
title_fullStr Pose Space Surface Manipulation
title_full_unstemmed Pose Space Surface Manipulation
title_sort pose space surface manipulation
publisher Hindawi Limited
series International Journal of Computer Games Technology
issn 1687-7047
1687-7055
publishDate 2012-01-01
description Example-based mesh deformation techniques produce natural and realistic shapes by learning the space of deformations from examples. However, skeleton-based methods cannot manipulate a global mesh structure naturally, whereas the mesh-based approaches based on a translational control do not allow the user to edit a local mesh structure intuitively. This paper presents an example-driven mesh editing framework that achieves both global and local pose manipulations. The proposed system is built with a surface deformation method based on a two-step linear optimization technique and achieves direct manipulations of a model surface using translational and rotational controls. With the translational control, the user can create a model in natural poses easily. The rotational control can adjust the local pose intuitively by bending and twisting. We encode example deformations with a rotation-invariant mesh representation which handles large rotations in examples. To incorporate example deformations, we infer a pose from the handle translations/rotations and perform pose space interpolation, thereby avoiding involved nonlinear optimization. With the two-step linear approach combined with the proposed multiresolution deformation method, we can edit models at interactive rates without losing important deformation effects such as muscle bulging.
url http://dx.doi.org/10.1155/2012/596953
work_keys_str_mv AT yusukeyoshiyasu posespacesurfacemanipulation
AT nobutoshiyamazaki posespacesurfacemanipulation
_version_ 1725772622821588992