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Deformation Transfer for Triangle Meshes
Transfers the deformation of a source mesh onto a different target mesh, the standard tool behind blendshape and rig transfer.
Abstract
Deformation transfer applies the deformation exhibited by a source triangle mesh onto a different target triangle mesh. Our approach is general and does not require the source and target to share the same number of vertices or triangles, or to have identical connectivity. The user builds a correspondence map between the triangles of the source and those of the target by specifying a small set of vertex markers. Deformation transfer computes the set of transformations induced by the deformation of the source mesh, maps the transformations through the correspondence from the source to the target, and solves an optimization problem to consistently apply the transformations to the target shape. The resulting system of linear equations can be factored once, after which transferring a new deformation to the target mesh requires only a backsubstitution step. Global properties such as foot placement can be achieved by constraining vertex positions. We demonstrate our method by retargeting full body key poses, applying scanned facial deformations onto a digital character, and remapping rigid and non-rigid animation sequences from one mesh onto another.
How to read this
- Category
- Method: mesh deformation transfer (correspondence + linear optimization)
- Contributions
- Transfers deformation from a source triangle mesh to a target with different vertex/triangle count and connectivity, using a small set of user vertex markers to build a triangle correspondence
- Maps source deformation transformations through the correspondence and solves an optimization to apply them consistently to the target
- Factors the linear system once so each new transfer needs only a backsubstitution, with vertex constraints for global properties like foot placement
- Context
- Builds on motion/deformation retargeting work such as Gleicher's Retargeting Motion to New Characters, generalizing it to arbitrary triangle meshes and becoming the standard basis for blendshape and rig transfer.Builds on: Retargeting Motion to New Characters
- Correctness
- Quality hinges on the user-specified marker correspondence and on deformations being well-represented by per-triangle affine transforms; demonstrated on full-body key poses, scanned facial deformations, and rigid/non-rigid sequences, so very different topologies or sparse/poor markers can degrade results.
- Clarity
- Clearly presented; a first pass conveys the correspondence-and-solve idea, a second pass is worth it for the transformation formulation and the prefactored linear system.
- How to read it
- Read for how triangle transformations are defined and mapped through correspondence; second-pass the optimization setup and the single-factorization trick if you plan to implement or extend transfer.
Builds on
Built upon by
- Transferring Facial Expressions to Different Face Models 2006
- Reusable Facial Rigging and Animation: Create Once, Use Many 2007
- Transferring the Rig and Animations from a Character to Different Face Models 2008
- Example-Based Facial Rigging 2010
- Smooth Contact-Aware Facial Blendshapes Transfer 2013
- 3D Mesh Pose Transfer Based on Skeletal Deformation 2023
Related work
Keywords
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