“Spline Interface for Intuitive Skinning Weight Editing” by Bang and Lee

  • ©Seungbae Bang and Sung-Hee Lee

Conference:


Type:


Title:

    Spline Interface for Intuitive Skinning Weight Editing

Session/Category Title: Animation and Skinning


Presenter(s)/Author(s):



Abstract:


    Despite the recent advances in automatic methods for computing skinning weights, manual intervention is still indispensable to produce high-quality character deformation. However, current modeling software does not provide efficient tools for the manual definition of skinning weights. Widely used paint-based interfaces give users high degrees of freedom, but at the expense of significant efforts and time. This article presents a novel interface for editing skinning weights based on splines, which represent the isolines of skinning weights on a mesh. When a user drags a small number of spline anchor points, our method updates the shape of the isolines and smoothly interpolates or propagates the weights while respecting the given iso-value on the spline. We introduce several techniques to enable the interface to run in real-time and propose a particular combination of functions that generates appropriate skinning weight over the surface. Users can create skinning weights from scratch by using our method. In addition, we present the spline and the gradient fitting methods that closely approximate initial given weights, so that a user can modify the weights with our spline interface. We show the effectiveness of our spline-based interface through a number of test cases.

References:


    1. Dragomir Anguelov, Praveen Srinivasan, Daphne Koller, Sebastian Thrun, Jim Rodgers, and James Davis. 2005. SCAPE: Shape completion and animation of people. ACM Trans. Graph. 24, 3 (July 2005), 408–416.
    2. Seungbae Bang, Byungkuk Choi, Roger Blanco i Ribera, Meekyoung Kim, Sung-Hee Lee, and Junyong Noh. 2015. Interactive rigging with intuitive tools. In Proceedings of the Computer Graphics Forum, Vol. 34, Wiley Online Library, 123–132.
    3. Ilya Baran and Jovan Popović. 2007. Automatic rigging and animation of 3D characters. In ACM Transactions on Graphics, Vol. 26, ACM, 72.
    4. Péter Borosán, Ming Jin, Doug DeCarlo, Yotam Gingold, and Andrew Nealen. 2012. Rigmesh: Automatic rigging for part-based shape modeling and deformation. ACM Trans. Graph. 31, 6 (2012), 198.
    5. Mario Botsch, Leif Kobbelt, Mark Pauly, Pierre Alliez, and Bruno Lévy. 2010. Polygon Mesh Processing. CRC Press.
    6. Trevor F. Cox and Michael A. A. Cox. 2000. Multidimensional Scaling. CRC Press.
    7. C. De Boor. 1978. A Practical Guide to Splines. Number V. 27 in Applied Mathematical Sciences. Springer-Verlag. Retrieved from https://books.google.co.kr/books?id=mZMQAQAAIAAJ.
    8. Olivier Dionne and Martin de Lasa. 2013. Geodesic voxel binding for production character meshes. In Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation. ACM, 173–180.
    9. Powei Feng and Joe Warren. 2012. Discrete bi-Laplacians and biharmonic B-splines. ACM Trans. Graph. 31, 4 (July 2012). Retrieved from Google ScholarDigital Library
    10. Michael S. Floater. 2003. Mean value coordinates. Comput. Aid. Geometr. Design 20, 1 (2003), 19–27.
    11. Michael Hofer and Helmut Pottmann. 2004. Energy-minimizing splines in manifolds. ACM Trans. Graph. 23, 3 (2004), 284–293.
    12. Fei Hou, Ying He, Hong Qin, and Aimin Hao. 2017. Knot optimization for biharmonic B-splines on manifold triangle meshes. IEEE Trans. Visual. Comput. Graph. 23, 9 (2017), 2082–2095.
    13. Alec Jacobson. 2013. Algorithms and Interfaces for Real-time Deformation of 2D and 3D Shapes. Ph.D. Dissertation. ETH Zurich.
    14. Alec Jacobson, Ilya Baran, Jovan Popovic, and Olga Sorkine. 2011. Bounded biharmonic weights for real-time deformation. ACM Trans. Graph. 30, 4 (2011), 78.
    15. Alec Jacobson, Ladislav Kavan, and Olga Sorkine-Hornung. 2013. Robust inside-outside segmentation using generalized winding numbers. ACM Trans. Graph. 32, 4 (2013), 33.
    16. Alec Jacobson, Daniele Panozzo et al. 2016. libigl: A simple C++ geometry processing library. Retrieved from http://libigl.github.io/libigl/.
    17. Stefan Jeschke, David Cline, and Peter Wonka. 2009. Rendering surface details with diffusion curves. In ACM Trans. Graph. Vol. 28, ACM, 117.
    18. Jingyi Jin, Michael Garland, and Edgar A. Ramos. 2009. MLS-based scalar fields over triangle meshes and their application in mesh processing. In Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games. ACM, 145–153.
    19. Pushkar Joshi, Mark Meyer, Tony DeRose, Brian Green, and Tom Sanocki. 2007. Harmonic coordinates for character articulation. In ACM Transactions on Graphics, Vol. 26, ACM, 71.
    20. Tao Ju, Scott Schaefer, and Joe Warren. 2005. Mean value coordinates for closed triangular meshes. In ACM Transactions on Graphics, Vol. 24, ACM, 561–566.
    21. Ladislav Kavan, Steven Collins, Jiří Žára, and Carol O’Sullivan. 2008. Geometric skinning with approximate dual quaternion blending. ACM Trans. Graph. 27, 4 (Nov. 2008).
    22. Ladislav Kavan and Olga Sorkine. 2012. Elasticity-inspired deformers for character articulation. ACM Trans. Graph. 31, 6 (2012), 196.
    23. Meekyoung Kim, Gerard Pons-Moll, Sergi Pujades, Seungbae Bang, Jinwook Kim, Michael J. Black, and Sung-Hee Lee. 2017. Data-driven physics for human soft tissue animation. ACM Trans. Graph. 36, 4 (July 2017).
    24. Vojtěch Krs, Ersin Yumer, Nathan Carr, Bedrich Benes, and Radomír Měch. 2017. Skippy: Single view 3D curve interactive modeling. ACM Trans. Graph. 36, 4 (2017), 128.
    25. Eric Landreneau and Scott Schaefer. 2010. Poisson-based weight reduction of animated meshes. In Proceedings of the Computer Graphics Forum, Vol. 29, Wiley Online Library, 1945–1954.
    26. Binh Huy Le and Zhigang Deng. 2012. Smooth skinning decomposition with rigid bones. ACM Trans. Graph. 31, 6 (2012), 199.
    27. Binh Huy Le and Zhigang Deng. 2014. Robust and accurate skeletal rigging from mesh sequences. ACM Trans. Graph. 33, 4 (2014), 84.
    28. J. P. Lewis and Ken-ichi Anjyo. 2010. Direct manipulation blendshapes. IEEE Comput. Graph. Appl. 30, 4 (2010), 42–50.
    29. Yaron Lipman, Johannes Kopf, Daniel Cohen-Or, and David Levin. 2007. GPU-assisted positive mean value coordinates for mesh deformations. In Proceedings of the Symposium on Geometry Processing.
    30. Yaron Lipman, David Levin, and Daniel Cohen-Or. 2008. Green coordinates. In ACM Transactions on Graphics, Vol. 27, ACM, 78.
    31. Matthew Loper, Naureen Mahmood, Javier Romero, Gerard Pons-Moll, and Michael J. Black. 2015. SMPL: A skinned multi-person linear model. ACM Trans. Graph. 34, 6 (2015), 248.
    32. Aleka McAdams, Yongning Zhu, Andrew Selle, Mark Empey, Rasmus Tamstorf, Joseph Teran, and Eftychios Sifakis. 2011. Efficient elasticity for character skinning with contact and collisions. In ACM Transactions on Graphics, Vol. 30, ACM, 37.
    33. Alex Mohr, Luke Tokheim, and Michael Gleicher. 2003. Direct manipulation of interactive character skins. In Proceedings of the 2003 Symposium on Interactive 3D Graphics. ACM, 27–30.
    34. Daniele Panozzo, Ilya Baran, Olga Diamanti, and Olga Sorkine-Hornung. 2013. Weighted averages on surfaces. ACM Trans. Graph. 32, 4 (2013), 60.
    35. Gerard Pons-Moll, Javier Romero, Naureen Mahmood, and Michael J. Black. 2015. Dyna: A model of dynamic human shape in motion. ACM Trans. Graph. 34, 4 (2015), 120.
    36. Raif M. Rustamov. 2010. Barycentric coordinates on surfaces. In Proceedings of the Computer Graphics Forum, Vol. 29, Wiley Online Library, 1507–1516.
    37. Leonardo Sacht, Etienne Vouga, and Alec Jacobson. 2015. Nested cages. ACM Trans. Graph. 34, 6 (2015), 170.
    38. Johannes Wallner and Helmut Pottmann. 2006. Intrinsic subdivision with smooth limits for graphics and animation. ACM Trans. Graph. 25, 2 (2006), 356–374.
    39. Yu Wang, Alec Jacobson, Jernej Barbič, and Ladislav Kavan. 2015. Linear subspace design for real-time shape deformation. ACM Trans. Graph. 34, 4 (2015), 57.
    40. Rich Wareham and Joan Lasenby. 2008. Bone glow: An improved method for the assignment of weights for mesh deformation. In Proceedings of the International Conference on Articulated Motion and Deformable Objects. Springer, 63–71.
    41. Hongyi Xu and Jernej Barbič. 2014. Signed distance fields for polygon soup meshes. In Proceedings of the Conference on Graphics Interface. Canadian Information Processing Society, 35–41.

ACM Digital Library Publication:



Overview Page: