The animation community has spent significant effort trying to ease rigging procedures. This is necessitated because the increasing availability of 3D data makes manual rigging infeasible. However, object animations involve understanding elaborate geometry and dynamics, and such knowledge is hard to infuse even with modern data-driven techniques. Automatic rigging methods do not provide adequate control and cannot generalize in the presence of unseen artifacts. As an alternative, one can design a system for one shape and then transfer it to other objects. In previous work, this has been implemented by solving the dense point-to-point correspondence problem. Such an approach requires a significant amount of supervision, often placing hundreds of landmarks by hand. This paper proposes a functional approach for skeleton transfer that uses limited information and does not require a complete match between the geometries. To do so, we suggest a novel representation for the skeleton properties, namely the functional regressor, which is compact and invariant to different discretizations and poses. We consider our functional regressor a new operator to adopt in intrinsic geometry pipelines for encoding the pose information, paving the way for several new applications. We numerically stress our method on a large set of different shapes and object classes, providing qualitative and numerical evaluations of precision and computational efficiency. Finally, we show a preliminar transfer of the complete rigging scheme, introducing a promising direction for future explorations.
翻译:动画界花费了大量精力试图简化程序。 之所以需要这样做,是因为3D数据越来越多,使得人工操纵变得不可行。 但是, 对象动画需要理解周密的几何和动态, 即使现代数据驱动技术, 也很难渗透这种知识。 自动操纵方法不能提供充分的控制, 无法在隐形文物出现时推广。 作为替代办法, 可以设计一种形状的系统, 然后将它转移到其他对象。 在以往的工作中, 这是通过解决密集的点对点对点对点对应问题来实施的。 这种方法需要大量的监督, 通常需要用手设置数百个里程碑。 本文提出了骨架转移的功能性方法, 使用有限的信息, 而不需要完全匹配这些地理特征。 要做到这一点, 我们建议对骨架属性进行新的代表, 即功能回归器, 即功能回归器, 是一个功能回归器, 并随后将它转移到其他对象。 我们认为, 功能回归器是一个新的操作器, 用于对配置图像信息的内在几何测量管道, 为新的应用程序铺平了道路。 本文提出了一种功能性的方法, 我们最后提出了一个数字压力和数字分析方法, 以显示我们之前的完整的精确度 。