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Surface Based Motion Retargeting by Preserving Spatial Relationship
Zhiguang Liu, Antonio Mucherino, Ludovic Hoyet, Franck Multon
Retargeting method preserving spatial relationships between body surface vertices rather than only skeletal joints.
Abstract
Retargeting motion from one character to another is a key process in computer animation. It enables to reuse animations designed for a character to animate another one, or to make performance-driven be faithful to what has been performed by the user. Previous work mainly focused on retargeting skeleton animations whereas the contextual meaning of the motion is mainly linked to the relationship between body surfaces, such as the contact of the palm with the belly. In this paper we propose a new context-aware motion retargeting framework, based on deforming a target character to mimic a source character poses using harmonic mapping. We also introduce the idea of Context Graph: modeling local interactions between surfaces of the source character, to be preserved in the target character, in order to ensure fidelity of the pose. In this approach, no rigging is required as we directly manipulate the surfaces, which makes the process totally automatic. Our results demonstrate the relevance of this automatic rigging-less approach on motions with complex contacts and interactions between the character's surface.
How to read this
- Category
- Method: a context-aware, surface-based motion retargeting framework
- Contributions
- Retargets motion by preserving spatial relationships between body surfaces rather than only skeletal joints
- Deforms the target character to mimic source poses via harmonic mapping, with no rigging required
- Introduces a Context Graph that models local surface interactions to preserve contacts in the target
- Context
- Builds on classic skeleton-based motion retargeting (Retargeting Motion to New Characters), shifting the objective from joint matching to surface-relationship and contact preservation.Builds on: Retargeting Motion to New Characters
- Correctness
- Demonstrated on motions with complex contacts and self-interactions; a reader should note the rigging-free, surface-driven approach depends on harmonic mapping quality and on the Context Graph capturing the relevant interactions, which may bound robustness on dissimilar body shapes.
- Clarity
- Accessible motivation (palm-to-belly contact example) with technical mapping detail; a first pass conveys the surface-over-skeleton idea, a second pass covers harmonic mapping and the Context Graph.
- How to read it
- First pass for why surface relationships beat joint-only retargeting and what the Context Graph encodes; do a second pass on the harmonic mapping and graph construction if you need to reproduce the contact preservation.
Builds on
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Related work
- Articulated Mesh Animation from Multi-view Silhouettes 2008 / SIGGRAPH
- Laplacian Surface Editing 2004 / Eurographics
- Animation Setup Transfer for 3D Characters 2016 / CGF
- Deformation Transfer for Triangle Meshes 2004 / SIGGRAPH
Keywords
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