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Shape deformation using a skeleton to drive simplex transformations.

Han-Bing Yan1, Shi-Min Hu, Ralph R Martin

  • 1Department of Computer Science and Technology, Tsinghua University, Beijing, PR China. yanhb02@mails.tsinghua.edu.cn

IEEE Transactions on Visualization and Computer Graphics
|March 29, 2008
PubMed
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This study introduces a new skeleton-based mesh deformation method. It controls mesh simplices for smoother joint transitions and eliminates manual vertex weighting, improving efficiency.

Area of Science:

  • Computer Graphics
  • Geometric Modeling
  • Computational Geometry

Background:

  • Skeleton-based mesh deformation is crucial for character animation and digital modeling.
  • Existing methods often struggle with smooth transitions near joints and require tedious vertex weight assignments.

Purpose of the Study:

  • To present a novel skeleton-based method for mesh deformation.
  • To improve the smoothness of deformations, particularly around joints.
  • To eliminate the need for manual vertex weight definition.

Main Methods:

  • Deforms meshes by controlling the simplices (e.g., triangles, tetrahedra) that define the model, rather than individual vertices.
  • Utilizes an approximate skeleton, not requiring a precise medial axis.
  • Employs an optimization process to distribute deformation errors across the entire mesh, ensuring smooth transitions.

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Main Results:

  • Achieves smooth transitions near skeleton joints by spreading deformation errors.
  • Eliminates the need for defining vertex weights on bones, simplifying the process.
  • Demonstrates easy extensibility to deformation control via embedded line segments or vertices.

Conclusions:

  • The proposed method offers a more robust and user-friendly approach to skeleton-based mesh deformation.
  • Simplifies the workflow by removing the requirement for vertex weighting.
  • Provides a foundation for more intuitive and efficient object deformation techniques.