基于骨骼线的三维网格编辑
3D Mesh Editing Based on Skeleton
本文提出了一种新的、基于骨骼线的对三维网格进行交互编辑的方法.在确定感兴趣区域及参考点后,为了使感兴趣区域上的顶点随着参考点位置的变换而变换,通过参考点和屏幕平面建立骨骼线,将感兴趣区域上的顶点映射到骨骼线上.骨骼线在目标点的约束下形变到理想的位置,再将骨骼线上的映射点逆映射到感兴趣区域上,就得到了形变后的模型.为了使由形变而带来的失真均匀分布及保留细节,对骨骼线上的点用线性旋转不变的坐标进行表示,然后在最小二乘意义下进行重建.还可以基于骨骼线对感兴趣区域进行缩放、扭转编辑.实验结果验证了我们的方法容易应用、能实时交互、并保留细节.对骨骼点和目标点进行插值得到新的目标点再进行形变,可以得到动画效果.
novel and intuitive method for the interactive editing of 3D meshes is proposed in this paper. This method is based on skeleton. After region of the model to be deformed and several reference points are determined, a skeleton is created implicitly and automatically through the reference points and the screen. Then the vertices in the region to be deformed are mapped onto the skeleton, and the skeleton is deformed to the desired position constrained by the target points. Deformation of the region can be achieved by reverse mapping the skeleton points onto the region. To uniformly distribute the distortion brought by the deformation and preserve the details of the deformed region, the points on the skeleton are represented by linear rotation-invariant coordinates. The deformed skeleton is reconstructed in the least-squares sense. The skeleton are also can be used to scale and twist the region of the mesh. We demonstrate the interactivity and easy to use of our method by the detail-preserving editing of several models using little time. We also interpolate between the reference points and the target points to acquire the new target points for generating animation results.
张鸿宾、刘波、马占国
计算技术、计算机技术
基于骨骼线的编辑,网格形变,线性旋转不变,动画
skeleton based editingmesh deformationlinear rotation-invariant coordinatesanimation
张鸿宾,刘波,马占国.基于骨骼线的三维网格编辑[EB/OL].(2008-04-16)[2025-08-10].http://www.paper.edu.cn/releasepaper/content/200804-582.点此复制
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