Gradient domain editing of deforming mesh sequences
ACM Transactions on Graphics
Figure 1 : A straight run is adapted to a curved path on an uneven terrain. The original deforming mesh sequence moves along a straight line on a plane. We first make the HORSE move along a curve using path editing, and then adapt the sequence onto the terrain using footprint editing. Abstract Many graphics applications, including computer games and 3D animated films, make heavy use of deforming mesh sequences. In this paper, we generalize gradient domain editing to deforming mesh sequences.
... mesh sequences. Our framework is keyframe based. Given sparse and irregularly distributed constraints at unevenly spaced keyframes, our solution first adjusts the meshes at the keyframes to satisfy these constraints, and then smoothly propagate the constraints and deformations at keyframes to the whole sequence to generate new deforming mesh sequence. To achieve convenient keyframe editing, we have developed an efficient alternating least-squares method. It harnesses the power of subspace deformation and two-pass linear methods to achieve high-quality deformations. We have also developed an effective algorithm to define boundary conditions for all frames using handle trajectory editing. Our deforming mesh editing framework has been successfully applied to a number of editing scenarios with increasing complexity, including footprint editing, path editing, temporal filtering, handle-based deformation mixing, and spacetime morphing. † This work was done while Qifeng Tan was an intern at Microsoft Research Asia.