arXivDaily arXiv每日学术速递 周一至周五更新
arXiv 2402.15580cs.GR

CharacterMixer:刚体感知的三维角色插值

CharacterMixer: Rig-Aware Interpolation of 3D Characters

Xiao Zhan, Rao Fu, Daniel Ritchie

AI总结:

CharacterMixer通过逐骨骼SDF表示和层次骨架对应,实现不同网格与骨架拓扑绑定角色的插值,并支持运动中的插值,生成可继续摆姿势的统一骨架,结果优于现有方法。

摘要:

我们提出了CharacterMixer,一个用于混合两个具有不同网格和骨架拓扑的绑定三维角色的系统,同时在整个插值过程中保持绑定。CharacterMixer还支持此类角色在运动过程中的插值,这是一项新颖的功能。插值是一种重要的形状编辑操作,但先前的方法在应用于绑定角色时存在局限性:它们要么忽略绑定(使插值后的角色不再可摆姿势),要么使用固定的绑定和网格拓扑。为了处理不同的网格拓扑,CharacterMixer使用角色形状的有符号距离场(SDF)表示,每个骨骼对应一个SDF。为了处理不同的骨架拓扑,它计算源角色和目标角色骨架之间的层次对应关系,并插值相应骨骼的SDF。这种对应关系还允许创建一个单一的“统一骨架”,用于对插值后的角色进行摆姿势和动画制作。我们表明,CharacterMixer在保持整个插值过程中绑定的同时,产生了比两种最先进方法在质量上更好的插值结果。

英文摘要:

We present CharacterMixer, a system for blending two rigged 3D characters with different mesh and skeleton topologies while maintaining a rig throughout interpolation. CharacterMixer also enables interpolation during motion for such characters, a novel feature. Interpolation is an important shape editing operation, but prior methods have limitations when applied to rigged characters: they either ignore the rig (making interpolated characters no longer posable) or use a fixed rig and mesh topology. To handle different mesh topologies, CharacterMixer uses a signed distance field (SDF) representation of character shapes, with one SDF per bone. To handle different skeleton topologies, it computes a hierarchical correspondence between source and target character skeletons and interpolates the SDFs of corresponding bones. This correspondence also allows the creation of a single "unified skeleton" for posing and animating interpolated characters. We show that CharacterMixer produces qualitatively better interpolation results than two state-of-the-art methods while preserving a rig throughout interpolation.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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