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Example‐based inverse kinematics using cage
Author(s) -
Yoshiyasu Yusuke,
Yamazaki Nobutoshi
Publication year - 2012
Publication title -
computer animation and virtual worlds
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.225
H-Index - 49
eISSN - 1546-427X
pISSN - 1546-4261
DOI - 10.1002/cav.1444
Subject(s) - computer science , polygon mesh , inverse kinematics , polygon (computer graphics) , quadrilateral , animation , computer graphics (images) , kinematics , computer animation , algorithm , set (abstract data type) , bounded function , inverse , artificial intelligence , robot , geometry , mathematics , mathematical analysis , finite element method , telecommunications , physics , classical mechanics , frame (networking) , thermodynamics , programming language
This paper presents a cage‐based inverse kinematics (CageIK) that enables interactive posing of character models in a wide range of mesh representations using handle points. By providing a set of cage geometries as examples, CageIK optimizes deformations of the cage according to handle movements and reconstructs the model using a subspace deformation method based on Green Coordinates. CageIK therefore not only poses the model naturally but also preserves details even when leaving the example space. Furthermore, by blending deformations based on bounded biharmonic weights, CageIK can edit the pose of the model locally. Because example cages can be generated from existing models, we can reuse animation assets that were already created by artists or simulations, which avoids repeating the time‐consuming process of creating examples. We show that CageIK can edit a wide variety of models, including multicomponent meshes, polygon soups, and quadrilateral meshes. Copyright © 2012 John Wiley & Sons, Ltd.