Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
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This sketch describes a new method for deforming the skin of a digital character around its skeleton by computing statistical fit to an input training exercise. In this input, the skeleton and the skin move together, by arbitrary external means, through a range of motion representative of what the character is expected to achieve in practice. Using least-squares fitting techniques, we compute the coefficients, or "weights," of our new deformation equation. The result is that the equation, which is compact and efficient to evaluate, generalizes the motion represented in the input. Once the training process is complete, even characters with high levels of geometric detail can move at interactive frames rates.