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Gradient Domain Editing of Deforming Mesh Sequences

机译:变形网格序列的梯度域编辑

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Many graphics applications, including computer games and 3D animated films, make heavy use of deforming mesh sequences. In this paper, we generalize gradient domain editing to deforming mesh sequences. Our framework is keyframe based. Given sparse and irregularly distributed constraints at unevenly spaced keyframes, our solution first adjusts the meshes at the keyframes to satisfy these constraints, and then smoothly propagate the constraints and deformations at keyframes to the whole sequence to generate new deforming mesh sequence. To achieve convenient keyframe editing, we have developed an efficient alternating least-squares method. It harnesses the power of subspace deformation and two-pass linear methods to achieve high-quality deformations. We have also developed an effective algorithm to define boundary conditions for all frames using handle trajectory editing. Our deforming mesh editing framework has been successfully applied to a number of editing scenarios with increasing complexity, including footprint editing, path editing, temporal filtering, handle-based deformation mixing, and spacetime morphing.
机译:许多图形应用程序,包括计算机游戏和3D动画电影,都大量使用了变形的网格序列。在本文中,我们将梯度域编辑推广到变形网格序列。我们的框架是基于关键帧的。给定在不均匀间隔的关键帧处稀疏且分布不规则的约束,我们的解决方案首先调整关键帧处的网格以满足这些约束,然后将关键帧处的约束和变形平稳地传播到整个序列,以生成新的变形网格序列。为了实现方便的关键帧编辑,我们开发了一种有效的交替最小二乘法。它利用子空间变形和二次通过线性方法的力量来实现高质量的变形。我们还开发了一种有效的算法,可以使用手柄轨迹编辑为所有框架定义边界条件。我们的变形网格编辑框架已成功应用于越来越复杂的许多编辑方案,包括足迹编辑,路径编辑,时间过滤,基于句柄的变形混合和时空变形。

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