Large mesh deformation using the volumetric graph Laplacian

Kun Zhou, Jin Huang, John M. Snyder, Xinguo Liu, H. Bao, B. Guo, H. Shum
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引用次数: 356

Abstract

We present a novel technique for large deformations on 3D meshes using the volumetric graph Laplacian. We first construct a graph representing the volume inside the input mesh. The graph need not form a solid meshing of the input mesh's interior; its edges simply connect nearby points in the volume. This graph's Laplacian encodes volumetric details as the difference between each point in the graph and the average of its neighbors. Preserving these volumetric details during deformation imposes a volumetric constraint that prevents unnatural changes in volume. We also include in the graph points a short distance outside the mesh to avoid local self-intersections. Volumetric detail preservation is represented by a quadric energy function. Minimizing it preserves details in a least-squares sense, distributing error uniformly over the whole deformed mesh. It can also be combined with conventional constraints involving surface positions, details or smoothness, and efficiently minimized by solving a sparse linear system.We apply this technique in a 2D curve-based deformation system allowing novice users to create pleasing deformations with little effort. A novel application of this system is to apply nonrigid and exaggerated deformations of 2D cartoon characters to 3D meshes. We demonstrate our system's potential with several examples.
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大网格变形采用拉普拉斯体积图
我们提出了一种使用体积图拉普拉斯的三维网格大变形的新技术。我们首先构造一个图来表示输入网格内的体积。图不需要形成输入网格内部的实体网格;它的边缘简单地连接了邻近的点。这个图的拉普拉斯函数将体积细节编码为图中每个点与其相邻点的平均值之间的差。在变形期间保留这些体积细节施加了体积约束,以防止体积的不自然变化。我们还在图中包含网格外的短距离点,以避免局部自相交。体积细节保存用二次能量函数表示。最小化它在最小二乘意义上保留细节,在整个变形网格上均匀分布误差。它也可以与涉及表面位置,细节或平滑的传统约束相结合,并通过求解稀疏线性系统有效地最小化。我们将此技术应用于基于二维曲线的变形系统中,允许新手用户轻松创建令人愉悦的变形。该系统的一个新颖应用是将二维卡通人物的非刚性和夸张变形应用到三维网格中。我们用几个例子来展示我们的系统的潜力。
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Session details: I3D (symposium on interactive 3D graphics) Session details: Mesh manipulation Session details: Texture synthesis Session details: Precomputed light transport Session details: Hardware rendering
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