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Simplification of Articulated Meshes
Author(s) -
Landreneau Eric,
Schaefer Scott
Publication year - 2009
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.2009.01374.x
Subject(s) - character (mathematics) , polygon mesh , vertex (graph theory) , quartic function , computer science , metric (unit) , hierarchy , quadratic equation , set (abstract data type) , algorithm , minification , mathematics , theoretical computer science , mathematical optimization , geometry , computer graphics (images) , pure mathematics , graph , market economy , operations management , economics , programming language
We present a method for simplifying a polygonal character with an associated skeletal deformation such that the simplified character approximates the original shape well when deformed. As input, we require a set of example poses that are representative of the types of deformations the character undergoes and we produce a multi‐resolution hierarchy for the simplified character where all simplified vertices also have associated skin weights. We create this hierarchy by minimizing an error metric for a simplified set of vertices and their skin weights, and we show that this quartic error metric can be effectively minimized using alternating quadratic minimization for the vertices and weights separately. To enable efficient GPU accelerated deformations of the simplified character, we also provide a method that guarantees the maximum number of bone weights per simplified vertex is less than a user specified threshold at all levels of the hierarchy.