Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation

  title={Pose space deformation: a unified approach to shape interpolation and skeleton-driven deformation},
  author={J. P. Lewis and Matt Cordner and Nickson Fong},
  journal={Proceedings of the 27th annual conference on Computer graphics and interactive techniques},
  • J. P. LewisMatt CordnerN. Fong
  • Published 1 July 2000
  • Computer Science
  • Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Pose space deformation generalizes and improves upon both shape interpolation and common skeleton-driven deformation techniques. This deformation approach proceeds from the observation that several types of deformation can be uniformly represented as mappings from a pose space, defined by either an underlying skeleton or a more abstract system of parameters, to displacements in the object local coordinate frames. Once this uniform representation is identified, previously disparate deformation… 

Fast Blended Transformations for Partial Shape Registration

A real-time nonrigid deformation system is demonstrated, and a shape completion and partial registration framework is introduced that supports local-rigid deformations of articulated objects, as well as nearly isometric embeddings of smooth shapes.

Shape and Pose Space Deformation for Subject Specific Animation

This paper presents a framework for generating arbitrary human models and animating them realistically given a few intuitive parameters and shows that it can produce plausible animations of new people and that greater detail is achieved by incorporating subject specific pose deformations.

Pose Space Surface Manipulation

This paper presents an example-driven mesh editing framework that achieves both global and local pose manipulations and infer a pose from the handle translations/rotations and perform pose space interpolation, thereby avoiding involved nonlinear optimization.

Pose space parameterization and style transfer of skin deformation

A technique to parameterize skin deformation by skeletal motion and to transfer the deformation style from one character to another and this style transfer can be used as a basis for realistically animating variants of sample characters that have the same skeletal topology.

SCAPE: shape completion and animation of people

The SCAPE method is capable of constructing a high-quality animated surface model of a moving person, with realistic muscle deformation, using just a single static scan and a marker motion capture sequence of the person.

Real-time Shape Manipulation using Deformable Curve-Skeleton

This work simplifies a 2D shape into a curve skeleton, which can be deformed much more rapidly than the original shape, and produces deformations of a similar quality to those obtained from full-scale nonlinear variational methods.

Skeleton-driven surface deformation through lattices for real-time character animation

The results demonstrate that the proposed lattice-based method is liable to GPU computation, and it is adequate to real-time character animation.

Shape Deformation Using a Skeleton to Drive Simplex Transformations

This paper presents a skeleton-based method for deforming meshes (the skeleton need not be the medial axis), with the significant difference that the latter use the skeleton to control movement of vertices, whereas this method uses it to control the simplices defining the model.

Pose space deformation with rotation-invariant details

Pose space deformation is a method for creating a shape from example meshes as a combination of the skeletal-subspace deformation (SSD) and the shape interpolation (morphing) to interpolate displacement vectors.



Wires: a geometric deformation technique

An approach that is inspired by armatures used by sculptors, in which wire curves give definition to an object and shape its deformable features is presented, and domain curves that define the domain of deformation about an object are introduced.

Joint-dependent local deformations for hand animation and object grasping

Algorithms and methods are presented for animating the hands of a synthetic actor. The algorithms allow the land to move and grasp objects; they also compute deformations of the hand as it moves. The

Layered construction for deformable animated characters

This approach provides independent representation of articulation from surface geometry, supports higher level motion control based on various computational models, as well as a consistent, uniform character representation which can be tuned and tweaked by the animator to meet very precise expressive qualities.

Direct manipulation of free-form deformations

This work presents a method that allows a user to control a free-form deformation of an object by manipulating the object directly, leading to better control of the deformation and a more intuitive interface.

Free-form deformation of solid geometric models

A technique is presented for deforming solid geometric models in a free-form manner based on trivariate Bernstein polynomials, and provides the designer with an intuitive appreciation for its effects.

The Elastic Surface Layer Model for Animated Character Construction

A model is described for creating three-dimensional animated characters that can be simulated at interactive speeds so than an animator can both design the character and animate it in a completely interactive, direct-manipulation environment.

Free-form deformations with lattices of arbitrary topology

A new free-form deformation technique is presented that generalizes previous methods by allowing 3-dimensional deformation lattices of arbitrary topology to be defined, and thus a broader range of shape deformations can be generated.

Anatomically based modeling

An improved, anatomically based approach to modeling and animating animals that allows a non-uniformly sampled skin to be extracted, maintaining more details at the head and extremities.

Human body deformations using joint-dependent local operators and finite-element theory

The problem of improving the realism of motion not from the joint point-of-view as for robots, but in relation to the deformations of human bodies during animation is discussed.

Animating images with drawings

The work described here extends the power of 2D animation with a form of texture mapping conveniently controlled by line drawings, generalizing the prescriptive power of animated sequences and encouraging reuse of animated motion.