Hyperspectral Inverse Skinning
In example‐based inverse linear blend skinning (LBS), a collection of poses (e.g. animation frames) are given, and the goal is finding skinning weights and transformation matrices that closely reproduce the input. These poses may come from physical simulation, direct mesh editing, motion capture or...
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description | In example‐based inverse linear blend skinning (LBS), a collection of poses (e.g. animation frames) are given, and the goal is finding skinning weights and transformation matrices that closely reproduce the input. These poses may come from physical simulation, direct mesh editing, motion capture or another deformation rig. We provide a re‐formulation of inverse skinning as a problem in high‐dimensional Euclidean space. The transformation matrices applied to a vertex across all poses can be thought of as a point in high dimensions. We cast the inverse LBS problem as one of finding a tight‐fitting simplex around these points (a well‐studied problem in hyperspectral imaging). Although we do not observe transformation matrices directly, the 3D position of a vertex across all of its poses defines an affine subspace, or flat. We solve a ‘closest flat’ optimization problem to find points on these flats, and then compute a minimum‐volume enclosing simplex whose vertices are the transformation matrices and whose barycentric coordinates are the skinning weights. We are able to create LBS rigs with state‐of‐the‐art reconstruction error and state‐of‐the‐art compression ratios for mesh animation sequences. Our solution does not consider weight sparsity or the rigidity of recovered transformations. We include observations and insights into the closest flat problem. Its ideal solution and optimal LBS reconstruction error remain an open problem.
In example‐based inverse linear blend skinning (LBS), a collection of poses (e.g. animation frames) are given, and the goal is finding skinning weights and transformation matrices that closely reproduce the input. These poses may come from physical simulation, direct mesh editing, motion capture or another deformation rig. We provide a re‐formulation of inverse skinning as a problem in high‐dimensional Euclidean space. The transformation matrices applied to a vertex across all poses can be thought of as a point in high dimensions. We cast the inverse LBS problem as one of finding a tight‐fitting simplex around these points (a well‐studied problem in hyperspectral imaging). Although we do not observe transformation matrices directly, the 3D position of a vertex across all of its poses defines an affine subspace, or flat. We solve a ‘closest flat’ optimization problem to find points on these flats, and then compute a minimum‐volume enclosing simplex whose vertices are the transformation matrices and whose barycentric coordinates are |
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In example‐based inverse linear blend skinning (LBS), a collection of poses (e.g. animation frames) are given, and the goal is finding skinning weights and transformation matrices that closely reproduce the input. These poses may come from physical simulation, direct mesh editing, motion capture or another deformation rig. We provide a re‐formulation of inverse skinning as a problem in high‐dimensional Euclidean space. The transformation matrices applied to a vertex across all poses can be thought of as a point in high dimensions. We cast the inverse LBS problem as one of finding a tight‐fitting simplex around these points (a well‐studied problem in hyperspectral imaging). Although we do not observe transformation matrices directly, the 3D position of a vertex across all of its poses defines an affine subspace, or flat. We solve a ‘closest flat’ optimization problem to find points on these flats, and then compute a minimum‐volume enclosing simplex whose vertices are the transformation matrices and whose barycentric coordinates are the skinning weights. We are able to create LBS rigs with state‐of‐the‐art reconstruction error and state‐of‐the‐art compression ratios for mesh animation sequences. Our solution does not consider weight sparsity or the rigidity of recovered transformations. We include observations and insights into the closest flat problem. Its ideal solution and optimal LBS reconstruction error remain an open problem.</description><identifier>ISSN: 0167-7055</identifier><identifier>EISSN: 1467-8659</identifier><identifier>DOI: 10.1111/cgf.13903</identifier><language>eng</language><publisher>Oxford: Blackwell Publishing Ltd</publisher><subject>affine geometry ; Animation ; Apexes ; Compression ratio ; Computer simulation ; Computing methodologies → Mesh geometry models ; deformation ; Euclidean geometry ; Euclidean space ; Finite element method ; Hyperspectral imaging ; hyperspectral unmixing ; Image reconstruction ; linear blend skinning ; Motion capture ; Motion processing ; Optimization ; Physical simulation ; Transformations</subject><ispartof>Computer graphics forum, 2020-09, Vol.39 (6), p.49-65</ispartof><rights>2020 The Authors Computer Graphics Forum © 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd</rights><rights>2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c2923-2fe4bca24b6281a0eedcde0f8b7e424a7164b8166b05d896d273ddbba6b97c713</cites><orcidid>0000-0002-9862-2654 ; 0000-0002-5381-2104 ; 0000-0002-0452-8676 ; 0000-0003-4846-8932</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://onlinelibrary.wiley.com/doi/pdf/10.1111%2Fcgf.13903$$EPDF$$P50$$Gwiley$$H</linktopdf><linktohtml>$$Uhttps://onlinelibrary.wiley.com/doi/full/10.1111%2Fcgf.13903$$EHTML$$P50$$Gwiley$$H</linktohtml><link.rule.ids>314,776,780,1411,27901,27902,45550,45551</link.rule.ids></links><search><creatorcontrib>Liu, Songrun</creatorcontrib><creatorcontrib>Tan, Jianchao</creatorcontrib><creatorcontrib>Deng, Zhigang</creatorcontrib><creatorcontrib>Gingold, Yotam</creatorcontrib><title>Hyperspectral Inverse Skinning</title><title>Computer graphics forum</title><description>In example‐based inverse linear blend skinning (LBS), a collection of poses (e.g. animation frames) are given, and the goal is finding skinning weights and transformation matrices that closely reproduce the input. These poses may come from physical simulation, direct mesh editing, motion capture or another deformation rig. We provide a re‐formulation of inverse skinning as a problem in high‐dimensional Euclidean space. The transformation matrices applied to a vertex across all poses can be thought of as a point in high dimensions. We cast the inverse LBS problem as one of finding a tight‐fitting simplex around these points (a well‐studied problem in hyperspectral imaging). Although we do not observe transformation matrices directly, the 3D position of a vertex across all of its poses defines an affine subspace, or flat. We solve a ‘closest flat’ optimization problem to find points on these flats, and then compute a minimum‐volume enclosing simplex whose vertices are the transformation matrices and whose barycentric coordinates are the skinning weights. We are able to create LBS rigs with state‐of‐the‐art reconstruction error and state‐of‐the‐art compression ratios for mesh animation sequences. Our solution does not consider weight sparsity or the rigidity of recovered transformations. We include observations and insights into the closest flat problem. Its ideal solution and optimal LBS reconstruction error remain an open problem.
In example‐based inverse linear blend skinning (LBS), a collection of poses (e.g. animation frames) are given, and the goal is finding skinning weights and transformation matrices that closely reproduce the input. These poses may come from physical simulation, direct mesh editing, motion capture or another deformation rig. We provide a re‐formulation of inverse skinning as a problem in high‐dimensional Euclidean space. The transformation matrices applied to a vertex across all poses can be thought of as a point in high dimensions. We cast the inverse LBS problem as one of finding a tight‐fitting simplex around these points (a well‐studied problem in hyperspectral imaging). Although we do not observe transformation matrices directly, the 3D position of a vertex across all of its poses defines an affine subspace, or flat. We solve a ‘closest flat’ optimization problem to find points on these flats, and then compute a minimum‐volume enclosing simplex whose vertices are the transformation matrices and whose barycentric coordinates are the skinning weights. We are able to create LBS rigs with state‐of‐the‐art reconstruction error and state‐of‐the‐art compression ratios for mesh animation sequences. Our solution does not consider weight sparsity or the rigidity of recovered transformations. We include observations and insights into the closest flat problem. Its ideal solution and optimal LBS reconstruction error remain an open problem.</description><subject>affine geometry</subject><subject>Animation</subject><subject>Apexes</subject><subject>Compression ratio</subject><subject>Computer simulation</subject><subject>Computing methodologies → Mesh geometry models</subject><subject>deformation</subject><subject>Euclidean geometry</subject><subject>Euclidean space</subject><subject>Finite element method</subject><subject>Hyperspectral imaging</subject><subject>hyperspectral unmixing</subject><subject>Image reconstruction</subject><subject>linear blend skinning</subject><subject>Motion capture</subject><subject>Motion processing</subject><subject>Optimization</subject><subject>Physical simulation</subject><subject>Transformations</subject><issn>0167-7055</issn><issn>1467-8659</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2020</creationdate><recordtype>article</recordtype><recordid>eNp1j01Lw0AQhhdRMFYP_gEpePKQdmez2Y-jBPsBBQ_qedmvlNSYxt1Wyb_varw6l5kXnpnhQegW8AxSze22nkEhcXGGMqCM54KV8hxlGNLMcVleoqsYdxhjylmZobvV0PsQe28PQbfTdfeVkp--vDdd13Tba3RR6zb6m78-QW-Lp9dqlW-el-vqcZNbIkmRk9pTYzWhhhEBGnvvrPO4FoZ7SqjmwKgRwJjBpROSOcIL54zRzEhuORQTdD_e7cP-8-jjQe32x9Cll4pQSgEEBZmoh5GyYR9j8LXqQ_Ohw6AAqx99lfTVr35i5yP73bR--B9U1XIxbpwAlPJaYg</recordid><startdate>202009</startdate><enddate>202009</enddate><creator>Liu, Songrun</creator><creator>Tan, Jianchao</creator><creator>Deng, Zhigang</creator><creator>Gingold, Yotam</creator><general>Blackwell Publishing Ltd</general><scope>AAYXX</scope><scope>CITATION</scope><scope>7SC</scope><scope>8FD</scope><scope>JQ2</scope><scope>L7M</scope><scope>L~C</scope><scope>L~D</scope><orcidid>https://orcid.org/0000-0002-9862-2654</orcidid><orcidid>https://orcid.org/0000-0002-5381-2104</orcidid><orcidid>https://orcid.org/0000-0002-0452-8676</orcidid><orcidid>https://orcid.org/0000-0003-4846-8932</orcidid></search><sort><creationdate>202009</creationdate><title>Hyperspectral Inverse Skinning</title><author>Liu, Songrun ; Tan, Jianchao ; Deng, Zhigang ; Gingold, Yotam</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c2923-2fe4bca24b6281a0eedcde0f8b7e424a7164b8166b05d896d273ddbba6b97c713</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2020</creationdate><topic>affine geometry</topic><topic>Animation</topic><topic>Apexes</topic><topic>Compression ratio</topic><topic>Computer simulation</topic><topic>Computing methodologies → Mesh geometry models</topic><topic>deformation</topic><topic>Euclidean geometry</topic><topic>Euclidean space</topic><topic>Finite element method</topic><topic>Hyperspectral imaging</topic><topic>hyperspectral unmixing</topic><topic>Image reconstruction</topic><topic>linear blend skinning</topic><topic>Motion capture</topic><topic>Motion processing</topic><topic>Optimization</topic><topic>Physical simulation</topic><topic>Transformations</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Liu, Songrun</creatorcontrib><creatorcontrib>Tan, Jianchao</creatorcontrib><creatorcontrib>Deng, Zhigang</creatorcontrib><creatorcontrib>Gingold, Yotam</creatorcontrib><collection>CrossRef</collection><collection>Computer and Information Systems Abstracts</collection><collection>Technology Research Database</collection><collection>ProQuest Computer Science Collection</collection><collection>Advanced Technologies Database with Aerospace</collection><collection>Computer and Information Systems Abstracts Academic</collection><collection>Computer and Information Systems Abstracts Professional</collection><jtitle>Computer graphics forum</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Liu, Songrun</au><au>Tan, Jianchao</au><au>Deng, Zhigang</au><au>Gingold, Yotam</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Hyperspectral Inverse Skinning</atitle><jtitle>Computer graphics forum</jtitle><date>2020-09</date><risdate>2020</risdate><volume>39</volume><issue>6</issue><spage>49</spage><epage>65</epage><pages>49-65</pages><issn>0167-7055</issn><eissn>1467-8659</eissn><abstract>In example‐based inverse linear blend skinning (LBS), a collection of poses (e.g. animation frames) are given, and the goal is finding skinning weights and transformation matrices that closely reproduce the input. These poses may come from physical simulation, direct mesh editing, motion capture or another deformation rig. We provide a re‐formulation of inverse skinning as a problem in high‐dimensional Euclidean space. The transformation matrices applied to a vertex across all poses can be thought of as a point in high dimensions. We cast the inverse LBS problem as one of finding a tight‐fitting simplex around these points (a well‐studied problem in hyperspectral imaging). Although we do not observe transformation matrices directly, the 3D position of a vertex across all of its poses defines an affine subspace, or flat. We solve a ‘closest flat’ optimization problem to find points on these flats, and then compute a minimum‐volume enclosing simplex whose vertices are the transformation matrices and whose barycentric coordinates are the skinning weights. We are able to create LBS rigs with state‐of‐the‐art reconstruction error and state‐of‐the‐art compression ratios for mesh animation sequences. Our solution does not consider weight sparsity or the rigidity of recovered transformations. We include observations and insights into the closest flat problem. Its ideal solution and optimal LBS reconstruction error remain an open problem.
In example‐based inverse linear blend skinning (LBS), a collection of poses (e.g. animation frames) are given, and the goal is finding skinning weights and transformation matrices that closely reproduce the input. These poses may come from physical simulation, direct mesh editing, motion capture or another deformation rig. We provide a re‐formulation of inverse skinning as a problem in high‐dimensional Euclidean space. The transformation matrices applied to a vertex across all poses can be thought of as a point in high dimensions. We cast the inverse LBS problem as one of finding a tight‐fitting simplex around these points (a well‐studied problem in hyperspectral imaging). Although we do not observe transformation matrices directly, the 3D position of a vertex across all of its poses defines an affine subspace, or flat. We solve a ‘closest flat’ optimization problem to find points on these flats, and then compute a minimum‐volume enclosing simplex whose vertices are the transformation matrices and whose barycentric coordinates are the skinning weights. We are able to create LBS rigs with state‐of‐the‐art reconstruction error and state‐of‐the‐art compression ratios for mesh animation sequences. Our solution does not consider weight sparsity or the rigidity of recovered transformations. We include observations and insights into the closest flat problem. Its ideal solution and optimal LBS reconstruction error remain an open problem.</abstract><cop>Oxford</cop><pub>Blackwell Publishing Ltd</pub><doi>10.1111/cgf.13903</doi><tpages>17</tpages><orcidid>https://orcid.org/0000-0002-9862-2654</orcidid><orcidid>https://orcid.org/0000-0002-5381-2104</orcidid><orcidid>https://orcid.org/0000-0002-0452-8676</orcidid><orcidid>https://orcid.org/0000-0003-4846-8932</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | affine geometry Animation Apexes Compression ratio Computer simulation Computing methodologies → Mesh geometry models deformation Euclidean geometry Euclidean space Finite element method Hyperspectral imaging hyperspectral unmixing Image reconstruction linear blend skinning Motion capture Motion processing Optimization Physical simulation Transformations |
title | Hyperspectral Inverse Skinning |
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