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Compression and Direct Manipulation of Complex Blendshape Models
Compression scheme for large blendshape models that preserves direct manipulation capabilities, reducing memory without sacrificing editability.
Abstract
Introduces a method to compress large blendshape facial models using hierarchically semi-separable (HSS) matrix representation with reordering, achieving under 10% storage while enabling real-time GPU-accelerated playback. Extends compression to interactive direct manipulation, allowing artists to control facial expressions by dragging vertices while automatically determining active blendshapes.
How to read this
- Category
- Method: blendshape-model compression with direct manipulation
- Contributions
- Compressing large blendshape facial models with a hierarchically semi-separable (HSS) matrix representation plus reordering, to under 10% storage
- Real-time GPU-accelerated playback of the compressed model
- Extending compression to interactive direct manipulation, letting artists drag vertices while active blendshapes are determined automatically
- Context
- Combines a structured-matrix (HSS) compression scheme with the Direct Manipulation Blendshapes interaction paradigm it cites, so editability survives compression.Builds on: Direct Manipulation Blendshapes
- Correctness
- The headline is roughly an order-of-magnitude storage reduction with preserved direct manipulation; the result depends on the blendshape matrix being well-approximated by an HSS structure (after reordering), so compressibility and any approximation error will vary with the model.
- Clarity
- Moderately technical; a first pass conveys the compress-and-still-manipulate goal, but the HSS representation and reordering need a focused second pass.
- How to read it
- Read first for the dual goal (storage reduction without losing direct manipulation); do a second pass on the HSS structure and reordering if the numerical-linear-algebra side is your interest.
Builds on
Built upon by
Nothing yet.
Related work
- Direct Manipulation Blendshapes 2010 / TOG
- Sketch-Based Controllers for Blendshape Facial Animation 2015 / Eurographics
- Easy Generation of Facial Animation Using Motion Graphs 2017 / CGF
- Direct manipulation of blendshapes using a sketch-based interface 2018 / Web3D
Keywords
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