Title :
Representing and Manipulating Mesh-Based Character Animations
Author :
De Aguiar, Edilson ; Ukita, Norimichi
Author_Institution :
DECOM, UFES, Sao Mateus, Brazil
Abstract :
We propose a new approach to represent and manipulate a mesh-based character animation preserving its time-varying details. Our method first decomposes the input mesh animation into coarse and fine deformation components. A model for the coarse deformations is constructed by an underlying kinematic skeleton structure and blending skinning weights. Thereafter, a non-linear probabilistic model is used to encode the fine time-varying details of the input animation. The user can manipulate the corresponding skeleton-based component of the input, which can be done by any standard animation package, and the final result is generated including its important time-varying details. By converting an input sample animation into our new hybrid representation, we are able to maintain the flexibility of mesh-based methods during animation creation while allowing for practical manipulations using the standard skeleton-based paradigm. We demonstrate the performance of our method by converting and editing several mesh animations generated by different performance capture approaches.
Keywords :
computer animation; probability; blending skinning weights; coarse deformation components; fine deformation components; kinematic skeleton structure; mesh-based character animation manipulation; mesh-based character animation representation; nonlinear probabilistic model; performance capture approach; standard animation package; time-varying detail preservation; Animation; Deformable models; Gaussian processes; Joints; Kinematics; Probabilistic logic; Animation; Character animations; Mesh Editing; Mesh animations;
Conference_Titel :
Graphics, Patterns and Images (SIBGRAPI), 2012 25th SIBGRAPI Conference on
Conference_Location :
Ouro Preto
Print_ISBN :
978-1-4673-2802-9
DOI :
10.1109/SIBGRAPI.2012.35