General skinning techniques aim to deform the surface of an articulated model following the pose change of a skeleton. Their rapidity makes them ideal tools for real-time animation purposes. However, popular skinning algorithms are simple, but they tend to generate undesirable geometric artefacts. In our work, we consider skeletons given in the form of sphere-mesh models controlling both the pose and morphology of the shape that is either described as a mesh or a raw point set. We propose a novel skinning method that encodes the point set details above a bundle of baselines covering the sphere-mesh. In particular, we propose a geometrical model of the baseline and detail direction evolution during bone twisting and joints bending rotations. Our approach works directly on point sets and thus preserves the accuracy of the initial sampling. It further avoids computing a weight per point or a costly explicit muscle modelling step. We evaluate our method on several articulated body point sets, showing that it creates fewer artefacts than classical methods.
翻译:普通皮肤剥皮技术旨在根据骨骼的变形而使一个清晰模型表面变形。 其快速性使得它们成为用于实时动画目的的理想工具。 但是, 流行的皮革算法很简单, 但是它们往往产生不可取的几何手工艺品。 在我们的工作中, 我们考虑到以球表模型的形式给出的骨骼, 控制形状的外形和形态, 被描述为网格或原始点集。 我们建议一种新型的皮革方法, 将一组包括球体- 网目在内的基线上的点数据集细节编码起来。 特别是, 我们提出一个基线的几何模型, 以及骨骼扭动和交替时方向变化的细节。 我们的方法直接在点数组上工作, 从而保持初始取样的准确性。 我们进一步避免计算每点的重量或昂贵的直径肌肉建模步骤。 我们评估了我们用几个直线体点组的方法, 显示它产生的手法比经典方法要少。