{"title":"EasySkinning:通过网格收缩和曲线编辑实现面向目标的皮肤绘制","authors":"Jing Ma , Jituo Li , Dongliang Zhang","doi":"10.1016/j.cag.2024.104049","DOIUrl":null,"url":null,"abstract":"<div><p>Skinning, a critical process in animation that defines how bones influence the vertices of a 3D character model, significantly impacts the visual effect in animation production. Traditional methods are time-intensive and skill-dependent, whereas automatic techniques lack in flexibility and quality. Our research introduces EasySkinning, a user-friendly system applicable to complex meshes. This method comprises three key components: rigid weight initialization through Voronoi contraction, precise weight editing via curve tools, and smooth weight solving for reconstructing target deformations. EasySkinning begins by contracting the input mesh inwards to the skeletal bones, which improves vertex-to-bone mappings, particularly in intricate mesh areas. We also design intuitive curve-editing tools, allowing users to define more precise bone influential regions. The final stage employs advanced deformation algorithms for smooth weight solving, crucial for achieving desired animations. Through extensive experiments, we demonstrate that EasySkinning not only simplifies the creation of high-quality skinning weights but also consistently outperforms existing automatic and interactive skinning methods.</p></div>","PeriodicalId":50628,"journal":{"name":"Computers & Graphics-Uk","volume":"124 ","pages":"Article 104049"},"PeriodicalIF":2.5000,"publicationDate":"2024-08-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"EasySkinning: Target-oriented skinning by mesh contraction and curve editing\",\"authors\":\"Jing Ma , Jituo Li , Dongliang Zhang\",\"doi\":\"10.1016/j.cag.2024.104049\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><p>Skinning, a critical process in animation that defines how bones influence the vertices of a 3D character model, significantly impacts the visual effect in animation production. Traditional methods are time-intensive and skill-dependent, whereas automatic techniques lack in flexibility and quality. Our research introduces EasySkinning, a user-friendly system applicable to complex meshes. This method comprises three key components: rigid weight initialization through Voronoi contraction, precise weight editing via curve tools, and smooth weight solving for reconstructing target deformations. EasySkinning begins by contracting the input mesh inwards to the skeletal bones, which improves vertex-to-bone mappings, particularly in intricate mesh areas. We also design intuitive curve-editing tools, allowing users to define more precise bone influential regions. The final stage employs advanced deformation algorithms for smooth weight solving, crucial for achieving desired animations. Through extensive experiments, we demonstrate that EasySkinning not only simplifies the creation of high-quality skinning weights but also consistently outperforms existing automatic and interactive skinning methods.</p></div>\",\"PeriodicalId\":50628,\"journal\":{\"name\":\"Computers & Graphics-Uk\",\"volume\":\"124 \",\"pages\":\"Article 104049\"},\"PeriodicalIF\":2.5000,\"publicationDate\":\"2024-08-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Computers & Graphics-Uk\",\"FirstCategoryId\":\"94\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S0097849324001845\",\"RegionNum\":4,\"RegionCategory\":\"计算机科学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"COMPUTER SCIENCE, SOFTWARE ENGINEERING\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Computers & Graphics-Uk","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S0097849324001845","RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, SOFTWARE ENGINEERING","Score":null,"Total":0}
EasySkinning: Target-oriented skinning by mesh contraction and curve editing
Skinning, a critical process in animation that defines how bones influence the vertices of a 3D character model, significantly impacts the visual effect in animation production. Traditional methods are time-intensive and skill-dependent, whereas automatic techniques lack in flexibility and quality. Our research introduces EasySkinning, a user-friendly system applicable to complex meshes. This method comprises three key components: rigid weight initialization through Voronoi contraction, precise weight editing via curve tools, and smooth weight solving for reconstructing target deformations. EasySkinning begins by contracting the input mesh inwards to the skeletal bones, which improves vertex-to-bone mappings, particularly in intricate mesh areas. We also design intuitive curve-editing tools, allowing users to define more precise bone influential regions. The final stage employs advanced deformation algorithms for smooth weight solving, crucial for achieving desired animations. Through extensive experiments, we demonstrate that EasySkinning not only simplifies the creation of high-quality skinning weights but also consistently outperforms existing automatic and interactive skinning methods.
期刊介绍:
Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on:
1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains.
2. State-of-the-art papers on late-breaking, cutting-edge research on CG.
3. Information on innovative uses of graphics principles and technologies.
4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.