← ArchivePaper2000
Pose Space Deformation: A Unified Approach to Shape Interpolation and Skeleton-Driven Deformation
Corrective shapes interpolated in pose space on top of skeletal skinning, the backbone idea behind modern corrective workflows.
Abstract
Pose space deformation is a unified, purely kinematic approach to surface deformation that generalizes and improves upon both shape interpolation and skeleton subspace deformation (SSD). The key observation is that several types of deformation can be represented uniformly as mappings from a pose space, defined by an underlying skeleton or a more abstract set of parameters, to displacements in the object local coordinate frames. The deformation is treated as a scattered data interpolation problem solved with Gaussian radial basis functions, allowing artists to directly sculpt desired shapes at arbitrary points in pose space with smooth interpolation between them. The approach addresses drawbacks of shape interpolation and the characteristic collapsing joint defects of SSD, while retaining real-time synthesis performance suitable for facial and body deformation in entertainment, gaming, and telepresence applications.
How to read this
- Category
- Method: a corrective deformation technique (pose space deformation)
- Contributions
- A unified kinematic framework treating both shape interpolation and skeleton subspace deformation as mappings from a pose space to local-frame displacements
- Scattered-data interpolation via Gaussian radial basis functions so artists can sculpt target shapes directly at arbitrary poses
- Removes the joint-collapse defects of SSD while keeping real-time synthesis suitable for facial and body deformation
- Context
- Builds on Sederberg and Parry's free-form deformation and Magnenat-Thalmann et al.'s joint-dependent local deformations, generalizing shape interpolation and skeleton subspace deformation into one pose-space formulation.Builds on: Free-Form Deformation of Solid Geometric Models · Joint-Dependent Local Deformations for Hand Animation and Object Grasping
- Correctness
- Purely kinematic and artist-driven, validated on facial and body deformation for entertainment and telepresence; reader caveat is that quality depends on the sculpted examples and RBF interpolation, and being non-physical it does not model dynamics or contact.
- Clarity
- Accessible; a first pass conveys the pose-space idea clearly, do a second pass for the radial-basis-function formulation.
- How to read it
- Focus on the pose-space-to-displacement mapping and why it cures SSD joint collapse; a second pass on the RBF scattered-data solve is worth it if you implement correctives.
Builds on
Built upon by
- EigenSkin: Real Time Large Deformation Character Skinning in Hardware 2002
- Real-Time Weighted Pose-Space Deformation on the GPU 2006
- Skinning with Dual Quaternions 2007
- Smooth Skinning Decomposition with Rigid Bones 2012
- Efficient Dynamic Skinning with Low-Rank Helper Bone Controllers 2016
- Pose-Space Subspace Dynamics 2016
- Fast and Deep Deformation Approximations 2018
- Maya 2020 | Proximity Wrap Deformer 2019
- Compressed Skinning for Facial Blendshapes 2024
- Multi-Resolution Real-Time Deep Pose-Space Deformation 2024
Related work
- DreamWorks Animation Facial Motion and Deformation System 2015 / DigiPro
- Direct Manipulation Blendshapes 2010 / TOG
- Inverse Kinematics for Reduced Deformable Models 2006 / SIGGRAPH
- A Blendshape Model that Incorporates Physical Interaction 2012 / TOG
Keywords
This page summarises the entry and links to its original source. The archive never hosts or redistributes the publication itself.Show it in the full archive list →