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Towards A Non-Destructive Shape Mode...
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Jin, Ming.
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Towards A Non-Destructive Shape Modeling and Animation Pipeline.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Towards A Non-Destructive Shape Modeling and Animation Pipeline./
Author:
Jin, Ming.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2020,
Description:
132 p.
Notes:
Source: Dissertations Abstracts International, Volume: 81-06, Section: B.
Contained By:
Dissertations Abstracts International81-06B.
Subject:
Computer science. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=22621108
ISBN:
9781392595954
Towards A Non-Destructive Shape Modeling and Animation Pipeline.
Jin, Ming.
Towards A Non-Destructive Shape Modeling and Animation Pipeline.
- Ann Arbor : ProQuest Dissertations & Theses, 2020 - 132 p.
Source: Dissertations Abstracts International, Volume: 81-06, Section: B.
Thesis (Ph.D.)--New York University Tandon School of Engineering, 2020.
This item must not be sold to any third party vendors.
In this dissertation we propose a non-destructive shape modeling and animation pipeline. The existing workflow for creating, editing, posing and animating a 3D shape is intrinsically sequential. This results in a skill gap between different roles in the industry, and makes it inaccessible to novices. We present a series of tools addressing these roadblocks in the pipeline, and introduce mathematic tools enabling the techniques used in our systems.For creating 3D models, we describe our sketch-based shape modeling tool that unifies modeling and rigging. The user creates 3D shapes by sketching its silhouette. Through a series of editing tools like posing, cutting and merging, the user can create complex, sophisticated shapes using individual parts. Our system maintains a valid rig throughout the modeling and editing process, enabling the user to rapidly iterate on existing designs.We then introduce a performance-based animation system. The user can use his own body pose to match and animate virtual characters. Unlike other existing systems, our system maintains animations attached to characters. Captured motion can be copied-and-pasted between kinematic chains with different skeletal topologies, and entire model parts can be cut and re-attached, while always retaining plausible, composite animations.Afterwards, we present a method for modifying skin weights during animation playback. The user can manipulate skinning deformations and change stiffness around specified joints in realtime.Finally, we present a system that converts a pre-segmented monocular RGB video into a 3D animation by posing an articulated character. Unlike existing methods, we use a search-based approach that finds a reasonable pose for a template character shape. This allows users to automatically create animated 3D scene from 2D input video.In closing, we review our proposed methods, concluding that our work makes solid contribution to the proposed thesis, and explore fields for future research.
ISBN: 9781392595954Subjects--Topical Terms:
523869
Computer science.
Subjects--Index Terms:
Computer animation
Towards A Non-Destructive Shape Modeling and Animation Pipeline.
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In this dissertation we propose a non-destructive shape modeling and animation pipeline. The existing workflow for creating, editing, posing and animating a 3D shape is intrinsically sequential. This results in a skill gap between different roles in the industry, and makes it inaccessible to novices. We present a series of tools addressing these roadblocks in the pipeline, and introduce mathematic tools enabling the techniques used in our systems.For creating 3D models, we describe our sketch-based shape modeling tool that unifies modeling and rigging. The user creates 3D shapes by sketching its silhouette. Through a series of editing tools like posing, cutting and merging, the user can create complex, sophisticated shapes using individual parts. Our system maintains a valid rig throughout the modeling and editing process, enabling the user to rapidly iterate on existing designs.We then introduce a performance-based animation system. The user can use his own body pose to match and animate virtual characters. Unlike other existing systems, our system maintains animations attached to characters. Captured motion can be copied-and-pasted between kinematic chains with different skeletal topologies, and entire model parts can be cut and re-attached, while always retaining plausible, composite animations.Afterwards, we present a method for modifying skin weights during animation playback. The user can manipulate skinning deformations and change stiffness around specified joints in realtime.Finally, we present a system that converts a pre-segmented monocular RGB video into a 3D animation by posing an articulated character. Unlike existing methods, we use a search-based approach that finds a reasonable pose for a template character shape. This allows users to automatically create animated 3D scene from 2D input video.In closing, we review our proposed methods, concluding that our work makes solid contribution to the proposed thesis, and explore fields for future research.
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http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=22621108
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