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...
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2012-01-01
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Series: | International Journal of Computer Games Technology |
Online Access: | http://dx.doi.org/10.1155/2012/596953 |
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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 |
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1725772622821588992 |