【24h】

Direct Manipulation Blendshapes

机译:直接操作Blendshapes

获取原文
获取原文并翻译 | 示例
       

摘要

This paper introduces a simple direct manipulation algorithm for the popular blendshape facial animation approach. As is the case for body animation, direct manipulation of blendshape models is an inverse problem: when a single vertex is moved, the system must infer the movement of other points. The key to solving the inverse problem is the observation that the blendshape sliders are a semantic parameterization -- the corresponding blendshape targets have clear, interpretable functions. Distance in "slider space'' is easily computed and provides the necessary regularization for the inverse problem: The change in semantic position is minimized subject to interpolating the artist's direct manipulations. We give empirical and mathematical demonstrations that a single direct manipulation edit is often the equivalent of multiple slider edits, but the converse is also true, confirming the principle that both editing modes should be supported.
机译:本文介绍了一种流行的blendshape面部动画方法的简单直接操纵算法。与身体动画一样,混合形状模型的直接操作是一个相反的问题:当移动单个顶点时,系统必须推断其他点的运动。解决反问题的关键是观察到blendshape滑块是语义参数化-相应的blendshape目标具有清晰,可解释的功能。 “滑块空间”中的距离很容易计算,并为反问题提供了必要的正则化:语义位置的变化在插入艺术家直接操纵的基础上被最小化,我们给出了经验和数学证明,单个直接操纵编辑通常是等效于多个滑块编辑,但反之亦然,这确认了应同时支持两种编辑模式的原理。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号