TY - GEN

T1 - Skeleton based 3D model morphing using barycentric map

AU - Kaneko, Kosuke

AU - Okada, Yoshihiro

PY - 2008

Y1 - 2008

N2 - This paper proposes a skeleton based 3D model morphing system using Barycentric map. Although there have been many 3D model morphing systems, even it is still laborious to perform the 3D model morphing because it needs many manual operations. The most important task for the morphing is the vertex correspondence between two base models. When the vertex numbers and geometric topologies of two models are different, its 3D model morphing is difficult. For overcoming this problem, the proposed system automatically determines the vertex correspondence based on skeletons of two models. The overview of proposed processes is as follows: first of all, the user segments each of two models manually. Then the system generates bones of the each model based on the above segmentation. Next, the system defines the hierarchy of generated bones to generate the skeleton of the each model and then determines the correspondence between two bones of the two models based on the hierarchical structures of their skeletons. Finally, the system defines vertex correspondences between the two models using Barycentric mapping. Then the 3D model morphing between the two models will become possible. These processes except the first segmentation step are automatic.

AB - This paper proposes a skeleton based 3D model morphing system using Barycentric map. Although there have been many 3D model morphing systems, even it is still laborious to perform the 3D model morphing because it needs many manual operations. The most important task for the morphing is the vertex correspondence between two base models. When the vertex numbers and geometric topologies of two models are different, its 3D model morphing is difficult. For overcoming this problem, the proposed system automatically determines the vertex correspondence based on skeletons of two models. The overview of proposed processes is as follows: first of all, the user segments each of two models manually. Then the system generates bones of the each model based on the above segmentation. Next, the system defines the hierarchy of generated bones to generate the skeleton of the each model and then determines the correspondence between two bones of the two models based on the hierarchical structures of their skeletons. Finally, the system defines vertex correspondences between the two models using Barycentric mapping. Then the 3D model morphing between the two models will become possible. These processes except the first segmentation step are automatic.

UR - http://www.scopus.com/inward/record.url?scp=55349145283&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=55349145283&partnerID=8YFLogxK

U2 - 10.1109/CGIV.2008.57

DO - 10.1109/CGIV.2008.57

M3 - Conference contribution

AN - SCOPUS:55349145283

SN - 0769533590

SN - 9780769533599

T3 - Proceedings - Computer Graphics, Imaging and Visualisation, Modern Techniques and Applications, CGIV

SP - 132

EP - 137

BT - Proceedings - 5th International Conference on Computer Graphics, Imaging and Visualisation, Modern Techniques and Applications, CGIV

T2 - 5th International Conference on Computer Graphics, Imaging and Visualisation, Modern Techniques and Applications, CGIV

Y2 - 26 August 2008 through 28 August 2008

ER -