JACIII Vol.22 No.2 pp. 184-193
doi: 10.20965/jaciii.2018.p0184


A Novel Animation Method Based on Mesh Decimation

Qiyun Sun*,**,†, Wanggen Wan*,**, Xiang Feng*,**, and Guoliang Chen*,**

*School of Communication and Information Engineering, Shanghai University

**Institute of Smart City, Shanghai University
No.99, Shangda Road, Baoshan District, Shanghai 20044, China

Corresponding author

June 22, 2017
December 7, 2017
March 20, 2018
computer animation, mesh decimation, 3D Studio Max, real-time, deformation

Skeleton based skin deformation methods are widely used in computer animations, with the help of some animation software, like 3D Studio Max and Maya. Most of these animation methods are based on linear blending skinning algorithm and its improved versions, showing good real-time performance. However, it is difficult for new users to use these complicated softwares to make animation. In this paper, we focus on surface based mesh deformation methods. We use spokes and rims deformation method to animate mesh models. However, this method shows poor real-time performance with high-resolution mesh models. We propose a novel animation method based on mesh decimation, making it possible to animate high-resolution mesh models in real time with the spokes and rims method. In this way, users only need to control the movement of handles to acquire intuitively reasonable animation of arbitrary mesh model. It is easier and more convenient for users to make their own animation. The experimental results show that the proposed animation method is feasible and effective and shows great real-time performance.

  1. [1] E. Catmull, “A System for Computer Generated mMvies,” Proc. of the ACM Annual Conf., pp. 422-431, 1972.
  2. [2] N. Magnenat-Thalmann, R. Laperrire, and D. Thalmann, “Joint-Dependent Local Deformations for Hand Animation and Object Grasping,” Proc. on Graphics Interface’ 88, pp. 26-33, 1988.
  3. [3] L. Ron, “3ds Max 8 – Popular Visualization Tool,” Cadalyst, Vol.23, No.1, p. 30, 2006.
  4. [4] W.-B. Wang, “Research of Traffic Safety Simulation Based on 3ds Max,” Proc. of 2009 Int. Conf. on Computer Modeling and Simulation, ICCMS 2009, pp. 307-309, 2009.
  5. [5] L. Jian, Y. Qin, and J. Shen, “The 3D Simulation of Automatic Sorting System Base on 3ds Max,” Proc. of 2009 IEEE 10th Int. Conf. on Computer-Aided Industrial Design and Conceptual Design: E-Business, Creative Design, Manufacturing – CAID and CD’2009, pp. 943-948, 2009.
  6. [6] D. Zhang, “The Application of 3ds Max in the Designing of the Steel Truss Welding Equipments,” Applied Mechanics and Materials, Vol.433-435, pp. 1910-1914, 2013.
  7. [7] F. Yan and L. Yang, “A Method of 3D Simulation for Yarn Based on 3ds Max,” Proc. of 2010 3rd IEEE Int. Conf. on Computer Science and Information Technology, ICCSIT 2010, Vol.1, pp. 618-620, 2010.
  8. [8] Y. Feng and S. Zhan, “Simulation of Real Water in 3D Animation,” 2011 Int. Conf. on Multimedia Technology, ICMT 2011, pp. 715-718, 2011.
  9. [9] S.-A. Xia, “Application of Maya in film 3D Animation Design,” ICCRD2011 – 2011 3rd Int. Conf. on Computer Research and Development, Vol.2, pp. 357-360, 2011.
  10. [10] L. Huang and Y. Pei, “Film and Television Animation Design Based on Maya and AE,” Proc. of 2010 3rd Int. Congress on Image and Signal Processing, CISP 2010, Vol.1, pp. 135-137, 2010.
  11. [11] J. Liu and C. Li, “The Application of Maya in Film 3D Animation Design,” Key Engineering Materials, Vol.480-481, pp. 998-1002, 2011.
  12. [12] B. Xu and J. Hu, “Research of Maya High-Level Animation on Arm Binding Skill,” 2010 IEEE 11th Int. Conf. on Computer-Aided Industrial Design and Conceptual Design, CAID and CD’2010, Vol.2, pp. 1480-1483, 2010.
  13. [13] J. Weber and M. Gleicher, “Run-Time Skin Deformation,” Game developer Conf., pp. 1-19, 2000.
  14. [14] L. Kavan and J. Zara, “Real Time Skin Deformation with Bones Blending,” WSCG Short Papers, pp. 1-6, 2003.
  15. [15] L. Kavan and J. Žára, “Spherical Blend Skinning: A Real-Time Deformation of Articulated Models,” Proc. of the Symposium on Interactive 3D Graphics, pp. 9-16, 2005.
  16. [16] L. Kavan, C. O’Sullivan, and J. Ára, “Efficient Collision Detection for Spherical Blend Skinning,” Proc. of GRAPHITE 2006: 4th Int. Conf. on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia, pp. 147-156, 2006.
  17. [17] Y.-B. Kim and J.-J. Han, “Bulging-Free Dual Quaternion Skinning,” Computer Animation and Virtual Worlds, Vol.25, No.3-4, pp. 323-331, 2014.
  18. [18] H. Zhai, J. Li, and R. Zhai, “New Method to Skin Deformation Driven by Dual Quaternions Based on LBS,” Proc. of 2011 Int. Conf. on Electronic and Mechanical Engineering and Information Technology, EMEIT 2011, Vol.9, pp. 4432-4434, 2011.
  19. [19] M. Alexa, “Differential Coordinates for Local Mesh Morphing and Deformation,” The Visual Computer, Vol.19, No.2, pp. 105-114, 2003.
  20. [20] Y. Li and H. Yang, “Deformation Tracking by Multi-Resolution Gradient Descent Method,” WIT Trans. on Engineering Sciences, Vol.86, pp. 161-167, 2014.
  21. [21] K. G. Der, R. W. Sumner, and J. Popović, “Inverse Kinematics for Reduced Deformable Models,” ACM Trans. on Graphics, Vol.25, No.3, pp. 1174-1179, 2006.
  22. [22] I. Chao, U. Pinkall, P. Sanan, and P. Schröder, “A Simple Geometric Model for Elastic Deformations,” ACM SIGGRAPH 2010, pp. 38:1-38:6, 2010.
  23. [23] D. Terzopoulos, J. Platt, A. Barr, And K. Fleischer, “Elastically Deformable Models,” Proc. of ACM SIGGRAPH 1987, pp. 205-214, 1987.
  24. [24] O. Sorkine and M. Alexa, “As-Rigid-As-Possible Surface Modeling,” ACM Int. Conf. Proc. Series, Vol.257, pp. 109-116, 2007.
  25. [25] C. Bajaj, A. Gillette, and Q. Zhang, “Stable Mesh Decimation,” Proc. of SPM 2009: SIAM/ACM Joint Conf. on Geometric and Physical Modeling, pp. 277-282, 2009.
  26. [26] D. Salinas, F. Lafarge, and P. Alliez, “Structure-Aware Mesh Decimation,” Computer Graphics Forum, Vol.34, No.6, pp. 211-227, 2015.
  27. [27] S. R. Majeed and K. D. Kuhnert, “Automatic Skinning of the Simulated Manipulator Robot ARM,” Int. J. of Computer Graphics & Animation, Vol.6, pp. 1-9, 2016.
  28. [28] Y. Teng, M. Meyer, T. DeRose, and T. Kim, “Subspace Condensation: Full Space Adaptivity for Subspace Deformations,” ACM Trans. Graph, Vol.34, Issue 4, Article No. 76, pp. 1-9, 2015.

*This site is desgined based on HTML5 and CSS3 for modern browsers, e.g. Chrome, Firefox, Safari, Edge, IE9,10,11, Opera.

Last updated on Apr. 24, 2018