11.07.2015 Views

A Blendshape Model that Incorporates Physical Interaction

A Blendshape Model that Incorporates Physical Interaction

A Blendshape Model that Incorporates Physical Interaction

SHOW MORE
SHOW LESS
  • No tags were found...

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

(a) (b) (c) (d)Figure 1: A comparison between linear blendshape and our technique. (a) Source shape. (b) Targetshape. (c) Linearly interpolated with α = 0.5. (d) Interpolated by the proposed method withthe same α.(a) (b) (c) (d) (e) (f)Figure 2: The proposed technique enables physically-plausible deformation. (a) Source shape. (b)Target shape. (c-f) Interpolating between the two shapes while interacting with a solidcylinder.vides a physical underpinning for shape interpolationusing mass-spring physics. A key observationis <strong>that</strong> the equilibrium state of a massspringsystem minimizes local area/volume distortionsthrough force balancing. As a result, localrigidity can be maintained as much as possibleduring deformation. The underlying massspringsystem also provides a natural frameworkfor physical interaction. It can be easily carriedout by applying external forces and additionalconstraints based on collision detection.The proposed method begins with building amass-spring system for each input blendshapetargets. The mass-spring system is initializedto its steady state by setting the rest length ofeach spring to the length of the correspondingedge. We then interpolate the rest lengths ofthe springs based on a given interpolation factorand solve for the equilibrium state of the interpolatedmass-spring system, where the final vertexpositions represent the interpolated shape.The equilibrium computation is the major costof the technique. We demonstrate our blendshapetechnique with a wide variety of shapes<strong>that</strong> exhibit complicated geometry and deformations.The method yields more natural shape interpolations,which can be seen in Figure 1(d).Figure 2 shows interpolated results while interactingwith a scene element.Contributions. Two substantial contributions inour work are:1. An algorithm <strong>that</strong> creates natural lookingblendshape interpolation results based oninterpolating the rest length of each springof a mass-spring system. The proposedmethod requires no geometric analysis, articulatedskeleton, or any manual intervention.Since it does not require a skeletonto drive the deformation, it is not limited toarticulated shapes.2. We provide a natural physical interactioncapability, which has not been seen in traditionalshape interpolation techniques, byapplying additional collision detection andhandling. The proposed shape interpolationexhibits correct deformation based oninteraction with other scene elements andwithout requiring any pre-computation.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!